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https://github.com/openmoh/openmohaa.git
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995 lines
25 KiB
C++
995 lines
25 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
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This file is part of XreaL source code.
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XreaL source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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XreaL source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XreaL source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_sky.c
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#include "tr_local.h"
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#include "gl_shader.h"
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#define SKY_SUBDIVISIONS 8
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#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
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static float s_cloudTexCoords[6][SKY_SUBDIVISIONS + 1][SKY_SUBDIVISIONS + 1][2];
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static float s_cloudTexP[6][SKY_SUBDIVISIONS + 1][SKY_SUBDIVISIONS + 1];
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/*
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===================================================================================
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POLYGON TO BOX SIDE PROJECTION
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===================================================================================
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*/
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static vec3_t sky_clip[6] = {
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{1, 1, 0},
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{1, -1, 0},
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{0, -1, 1},
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{0, 1, 1},
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{1, 0, 1},
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{-1, 0, 1}
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};
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static float sky_mins[2][6], sky_maxs[2][6];
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static float sky_min, sky_max;
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/*
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================
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AddSkyPolygon
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================
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*/
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static void AddSkyPolygon(int nump, vec3_t vecs)
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{
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int i, j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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// s = [0]/[2], t = [1]/[2]
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static int vec_to_st[6][3] = {
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{-2, 3, 1},
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{2, 3, -1},
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{1, 3, 2},
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{-1, 3, -2},
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{-2, -1, 3},
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{-2, 1, -3}
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// {-1,2,3},
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// {1,2,-3}
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};
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// decide which face it maps to
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VectorCopy(vec3_origin, v);
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for(i = 0, vp = vecs; i < nump; i++, vp += 3)
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{
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VectorAdd(vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if(av[0] > av[1] && av[0] > av[2])
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{
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if(v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if(av[1] > av[2] && av[1] > av[0])
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{
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if(v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if(v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for(i = 0; i < nump; i++, vecs += 3)
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{
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j = vec_to_st[axis][2];
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if(j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if(dv < 0.001)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if(j < 0)
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s = -vecs[-j - 1] / dv;
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else
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s = vecs[j - 1] / dv;
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j = vec_to_st[axis][1];
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if(j < 0)
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t = -vecs[-j - 1] / dv;
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else
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t = vecs[j - 1] / dv;
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if(s < sky_mins[0][axis])
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sky_mins[0][axis] = s;
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if(t < sky_mins[1][axis])
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sky_mins[1][axis] = t;
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if(s > sky_maxs[0][axis])
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sky_maxs[0][axis] = s;
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if(t > sky_maxs[1][axis])
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sky_maxs[1][axis] = t;
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}
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}
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#define ON_EPSILON 0.1f // point on plane side epsilon
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#define MAX_CLIP_VERTS 64
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/*
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================
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ClipSkyPolygon
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================
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*/
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static void ClipSkyPolygon(int nump, vec3_t vecs, int stage)
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{
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float *norm;
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float *v;
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qboolean front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if(nump > MAX_CLIP_VERTS - 2)
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ri.Error(ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
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if(stage == 6)
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{ // fully clipped, so draw it
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AddSkyPolygon(nump, vecs);
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return;
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}
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front = back = qfalse;
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norm = sky_clip[stage];
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for(i = 0, v = vecs; i < nump; i++, v += 3)
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{
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d = DotProduct(v, norm);
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if(d > ON_EPSILON)
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{
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front = qtrue;
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sides[i] = SIDE_FRONT;
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}
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else if(d < -ON_EPSILON)
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{
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back = qtrue;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if(!front || !back)
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{ // not clipped
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ClipSkyPolygon(nump, vecs, stage + 1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy(vecs, (vecs + (i * 3)));
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newc[0] = newc[1] = 0;
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for(i = 0, v = vecs; i < nump; i++, v += 3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy(v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy(v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy(v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy(v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if(sides[i] == SIDE_ON || sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i + 1]);
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for(j = 0; j < 3; j++)
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{
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e = v[j] + d * (v[j + 3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon(newc[0], newv[0][0], stage + 1);
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ClipSkyPolygon(newc[1], newv[1][0], stage + 1);
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}
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/*
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==============
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ClearSkyBox
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==============
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*/
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static void ClearSkyBox(void)
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{
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int i;
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for(i = 0; i < 6; i++)
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{
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sky_mins[0][i] = sky_mins[1][i] = 9999;
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sky_maxs[0][i] = sky_maxs[1][i] = -9999;
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}
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}
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/*
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================
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Tess_ClipSkyPolygons
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================
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*/
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void Tess_ClipSkyPolygons()
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{
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vec3_t p[5]; // need one extra point for clipping
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int i, j;
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ClearSkyBox();
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for(i = 0; i < tess.numIndexes; i += 3)
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{
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for(j = 0; j < 3; j++)
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{
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VectorSubtract(tess.xyz[tess.indexes[i + j]], backEnd.viewParms.orientation.origin, p[j]);
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}
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ClipSkyPolygon(3, p[0], 0);
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}
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}
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/*
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===================================================================================
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CLOUD VERTEX GENERATION
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===================================================================================
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*/
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/*
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** MakeSkyVec
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**
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** Parms: s, t range from -1 to 1
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*/
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static void MakeSkyVec(float s, float t, int axis, vec4_t outSt, vec4_t outXYZ)
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{
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// 1 = s, 2 = t, 3 = 2048
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static int st_to_vec[6][3] = {
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{3, -1, 2},
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{-3, 1, 2},
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{1, 3, 2},
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{-1, -3, 2},
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{-2, -1, 3}, // 0 degrees yaw, look straight up
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{2, -1, -3} // look straight down
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};
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vec3_t b;
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int j, k;
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float boxSize;
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boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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b[0] = s * boxSize;
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b[1] = t * boxSize;
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b[2] = boxSize;
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for(j = 0; j < 3; j++)
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{
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k = st_to_vec[axis][j];
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if(k < 0)
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{
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outXYZ[j] = -b[-k - 1];
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}
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else
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{
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outXYZ[j] = b[k - 1];
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}
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}
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outXYZ[3] = 1;
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// avoid bilerp seam
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s = (s + 1) * 0.5;
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t = (t + 1) * 0.5;
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if(s < sky_min)
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{
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s = sky_min;
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}
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else if(s > sky_max)
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{
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s = sky_max;
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}
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if(t < sky_min)
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{
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t = sky_min;
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}
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else if(t > sky_max)
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{
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t = sky_max;
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}
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t = 1.0 - t;
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if(outSt)
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{
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outSt[0] = s;
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outSt[1] = t;
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outSt[2] = 0;
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outSt[3] = 1;
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}
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}
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//static int sky_texorder[6] = { 0, 2, 1, 3, 4, 5 };
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static vec4_t s_skyPoints[SKY_SUBDIVISIONS + 1][SKY_SUBDIVISIONS + 1];
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static float s_skyTexCoords[SKY_SUBDIVISIONS + 1][SKY_SUBDIVISIONS + 1][4];
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/*
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static void DrawSkySide(struct image_s *image, const int mins[2], const int maxs[2])
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{
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int s, t;
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GL_SelectTexture(0);
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GL_Bind(image);
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for(t = mins[1] + HALF_SKY_SUBDIVISIONS; t < maxs[1] + HALF_SKY_SUBDIVISIONS; t++)
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{
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glBegin(GL_TRIANGLE_STRIP);
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for(s = mins[0] + HALF_SKY_SUBDIVISIONS; s <= maxs[0] + HALF_SKY_SUBDIVISIONS; s++)
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{
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glVertexAttrib4fvARB(ATTR_INDEX_TEXCOORD0, s_skyTexCoords[t][s]);
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glVertexAttrib4fvARB(ATTR_INDEX_POSITION, s_skyPoints[t][s]);
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glVertexAttrib4fvARB(ATTR_INDEX_TEXCOORD0, s_skyTexCoords[t + 1][s]);
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glVertexAttrib4fvARB(ATTR_INDEX_POSITION, s_skyPoints[t + 1][s]);
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}
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glEnd();
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}
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}
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*/
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static void FillCloudySkySide(const int mins[2], const int maxs[2], qboolean addIndexes)
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{
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int s, t;
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int vertexStart = tess.numVertexes;
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int tHeight, sWidth;
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tHeight = maxs[1] - mins[1] + 1;
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sWidth = maxs[0] - mins[0] + 1;
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for(t = mins[1] + HALF_SKY_SUBDIVISIONS; t <= maxs[1] + HALF_SKY_SUBDIVISIONS; t++)
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{
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for(s = mins[0] + HALF_SKY_SUBDIVISIONS; s <= maxs[0] + HALF_SKY_SUBDIVISIONS; s++)
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{
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VectorAdd(s_skyPoints[t][s], backEnd.viewParms.orientation.origin, tess.xyz[tess.numVertexes]);
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][1] = s_skyTexCoords[t][s][1];
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tess.texCoords[tess.numVertexes][2] = 0;
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tess.texCoords[tess.numVertexes][3] = 1;
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tess.numVertexes++;
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if(tess.numVertexes >= SHADER_MAX_VERTEXES)
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{
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ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()\n");
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}
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}
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}
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// only add indexes for one pass, otherwise it would draw multiple times for each pass
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if(addIndexes)
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{
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for(t = 0; t < tHeight - 1; t++)
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{
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for(s = 0; s < sWidth - 1; s++)
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{
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tess.indexes[tess.numIndexes] = vertexStart + s + t * (sWidth);
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + (t + 1) * (sWidth);
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * (sWidth);
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + (t + 1) * (sWidth);
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + (t + 1) * (sWidth);
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * (sWidth);
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tess.numIndexes++;
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}
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}
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}
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}
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static void DrawSkyBox(shader_t * shader)
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{
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int i;
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sky_min = 0;
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sky_max = 1;
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Com_Memset(s_skyTexCoords, 0, sizeof(s_skyTexCoords));
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// set up for drawing
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tess.multiDrawPrimitives = 0;
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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for(i = 0; i < 6; i++)
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{
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int sky_mins_subd[2], sky_maxs_subd[2];
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int s, t;
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sky_mins[0][i] = floor(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
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sky_mins[1][i] = floor(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
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sky_maxs[0][i] = ceil(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
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sky_maxs[1][i] = ceil(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
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if((sky_mins[0][i] >= sky_maxs[0][i]) || (sky_mins[1][i] >= sky_maxs[1][i]))
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{
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continue;
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}
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sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
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sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
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sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
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sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS;
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if(sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS)
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sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
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else if(sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS)
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sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
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if(sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS)
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sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
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else if(sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS)
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sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
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if(sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS)
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sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
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else if(sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS)
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sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
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if(sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS)
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sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS;
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else if(sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS)
|
|
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
|
|
|
|
// iterate through the subdivisions
|
|
for(t = sky_mins_subd[1] + HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1] + HALF_SKY_SUBDIVISIONS; t++)
|
|
{
|
|
for(s = sky_mins_subd[0] + HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0] + HALF_SKY_SUBDIVISIONS; s++)
|
|
{
|
|
MakeSkyVec((s - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS,
|
|
(t - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS,
|
|
i, s_skyTexCoords[t][s], s_skyPoints[t][s]);
|
|
}
|
|
}
|
|
|
|
//DrawSkySide(shader->sky.outerbox[sky_texorder[i]], sky_mins_subd, sky_maxs_subd);
|
|
|
|
// only add indexes for first stage
|
|
FillCloudySkySide(sky_mins_subd, sky_maxs_subd, qtrue);
|
|
}
|
|
|
|
// Tr3B: FIXME analyze required vertex attribs by the current material
|
|
Tess_UpdateVBOs(0);
|
|
|
|
Tess_DrawElements();
|
|
}
|
|
|
|
static void FillCloudBox(const shader_t * shader, int stage)
|
|
{
|
|
int i;
|
|
|
|
for(i = 0; i < 6; i++)
|
|
{
|
|
int sky_mins_subd[2], sky_maxs_subd[2];
|
|
int s, t;
|
|
float MIN_T;
|
|
|
|
if(1) // FIXME? shader->sky.fullClouds )
|
|
{
|
|
MIN_T = -HALF_SKY_SUBDIVISIONS;
|
|
|
|
// still don't want to draw the bottom, even if fullClouds
|
|
if(i == 5)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
switch (i)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
MIN_T = -1;
|
|
break;
|
|
case 5:
|
|
// don't draw clouds beneath you
|
|
continue;
|
|
case 4: // top
|
|
default:
|
|
MIN_T = -HALF_SKY_SUBDIVISIONS;
|
|
break;
|
|
}
|
|
}
|
|
|
|
sky_mins[0][i] = floor(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
|
|
sky_mins[1][i] = floor(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
|
|
sky_maxs[0][i] = ceil(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
|
|
sky_maxs[1][i] = ceil(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS;
|
|
|
|
if((sky_mins[0][i] >= sky_maxs[0][i]) || (sky_mins[1][i] >= sky_maxs[1][i]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sky_mins_subd[0] = Q_ftol(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS);
|
|
sky_mins_subd[1] = Q_ftol(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS);
|
|
sky_maxs_subd[0] = Q_ftol(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS);
|
|
sky_maxs_subd[1] = Q_ftol(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS);
|
|
|
|
if(sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS)
|
|
sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
|
else if(sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS)
|
|
sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
|
|
if(sky_mins_subd[1] < MIN_T)
|
|
sky_mins_subd[1] = MIN_T;
|
|
else if(sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS)
|
|
sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
|
|
|
|
if(sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS)
|
|
sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
|
else if(sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS)
|
|
sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
|
|
if(sky_maxs_subd[1] < MIN_T)
|
|
sky_maxs_subd[1] = MIN_T;
|
|
else if(sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS)
|
|
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
|
|
|
|
// iterate through the subdivisions
|
|
for(t = sky_mins_subd[1] + HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1] + HALF_SKY_SUBDIVISIONS; t++)
|
|
{
|
|
for(s = sky_mins_subd[0] + HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0] + HALF_SKY_SUBDIVISIONS; s++)
|
|
{
|
|
MakeSkyVec((s - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS,
|
|
(t - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS, i, NULL, s_skyPoints[t][s]);
|
|
|
|
s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0];
|
|
s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1];
|
|
}
|
|
}
|
|
|
|
// only add indexes for first stage
|
|
FillCloudySkySide(sky_mins_subd, sky_maxs_subd, (qboolean) (stage == 0));
|
|
}
|
|
}
|
|
|
|
static void BuildCloudData()
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
|
|
shader = tess.surfaceShader;
|
|
|
|
assert(shader->isSky);
|
|
|
|
sky_min = 1.0 / 256.0f; // FIXME: not correct?
|
|
sky_max = 255.0 / 256.0f;
|
|
|
|
// set up for drawing
|
|
tess.multiDrawPrimitives = 0;
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
|
|
if(tess.surfaceShader->sky.cloudHeight)
|
|
{
|
|
for(i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
if(!tess.surfaceStages[i])
|
|
{
|
|
break;
|
|
}
|
|
|
|
FillCloudBox(tess.surfaceShader, i);
|
|
}
|
|
}
|
|
|
|
// Tr3B: FIXME analyze required vertex attribs by the current material
|
|
Tess_UpdateVBOs(0);
|
|
}
|
|
|
|
/*
|
|
** R_InitSkyTexCoords
|
|
** Called when a sky shader is parsed
|
|
*/
|
|
void R_InitSkyTexCoords(float heightCloud)
|
|
{
|
|
int i, s, t;
|
|
float radiusWorld = 4096;
|
|
float p;
|
|
float sRad, tRad;
|
|
vec4_t skyVec;
|
|
vec3_t v;
|
|
|
|
// init zfar so MakeSkyVec works even though
|
|
// a world hasn't been bounded
|
|
backEnd.viewParms.zFar = 1024;
|
|
|
|
for(i = 0; i < 6; i++)
|
|
{
|
|
for(t = 0; t <= SKY_SUBDIVISIONS; t++)
|
|
{
|
|
for(s = 0; s <= SKY_SUBDIVISIONS; s++)
|
|
{
|
|
// compute vector from view origin to sky side integral point
|
|
MakeSkyVec((s - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS,
|
|
(t - HALF_SKY_SUBDIVISIONS) / (float)HALF_SKY_SUBDIVISIONS, i, NULL, skyVec);
|
|
|
|
// compute parametric value 'p' that intersects with cloud layer
|
|
p = (1.0f / (2 * DotProduct(skyVec, skyVec))) *
|
|
(-2 * skyVec[2] * radiusWorld +
|
|
2 * sqrt(Square(skyVec[2]) * Square(radiusWorld) +
|
|
2 * Square(skyVec[0]) * radiusWorld * heightCloud +
|
|
Square(skyVec[0]) * Square(heightCloud) +
|
|
2 * Square(skyVec[1]) * radiusWorld * heightCloud +
|
|
Square(skyVec[1]) * Square(heightCloud) +
|
|
2 * Square(skyVec[2]) * radiusWorld * heightCloud + Square(skyVec[2]) * Square(heightCloud)));
|
|
|
|
s_cloudTexP[i][t][s] = p;
|
|
|
|
// compute intersection point based on p
|
|
VectorScale(skyVec, p, v);
|
|
v[2] += radiusWorld;
|
|
|
|
// compute vector from world origin to intersection point 'v'
|
|
VectorNormalize(v);
|
|
|
|
sRad = Q_acos(v[0]);
|
|
tRad = Q_acos(v[1]);
|
|
|
|
s_cloudTexCoords[i][t][s][0] = sRad;
|
|
s_cloudTexCoords[i][t][s][1] = tRad;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//======================================================================================
|
|
|
|
/*
|
|
** RB_DrawSun
|
|
*/
|
|
void RB_DrawSun(void)
|
|
{
|
|
#if 0
|
|
float size;
|
|
float dist;
|
|
vec3_t origin, vec1, vec2;
|
|
vec3_t temp;
|
|
matrix_t transformMatrix;
|
|
matrix_t modelViewMatrix;
|
|
|
|
if(!backEnd.skyRenderedThisView)
|
|
{
|
|
return;
|
|
}
|
|
if(!r_drawSun->integer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GL_PushMatrix();
|
|
|
|
GL_BindProgram(&tr.genericShader);
|
|
|
|
// set uniforms
|
|
GLSL_SetUniform_TCGen_Environment(&tr.genericShader, qfalse);
|
|
GLSL_SetUniform_InverseVertexColor(&tr.genericShader, qfalse);
|
|
if(glConfig2.vboVertexSkinningAvailable)
|
|
{
|
|
GLSL_SetUniform_VertexSkinning(&tr.genericShader, qfalse);
|
|
}
|
|
GLSL_SetUniform_DeformGen(&tr.genericShader, DGEN_NONE);
|
|
GLSL_SetUniform_AlphaTest(&tr.genericShader, -1.0);
|
|
|
|
MatrixSetupTranslation(transformMatrix, backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1],
|
|
backEnd.viewParms.orientation.origin[2]);
|
|
Matrix4x4Multiply(backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix);
|
|
|
|
GL_LoadProjectionMatrix(backEnd.viewParms.projectionMatrix);
|
|
GL_LoadModelViewMatrix(modelViewMatrix);
|
|
|
|
GLSL_SetUniform_ModelMatrix(&tr.genericShader, backEnd.orientation.transformMatrix);
|
|
GLSL_SetUniform_ModelViewProjectionMatrix(&tr.genericShader, glState.modelViewProjectionMatrix[glState.stackIndex]);
|
|
|
|
GLSL_SetUniform_PortalClipping(&tr.genericShader, backEnd.viewParms.isPortal);
|
|
if(backEnd.viewParms.isPortal)
|
|
{
|
|
float plane[4];
|
|
|
|
// clipping plane in world space
|
|
plane[0] = backEnd.viewParms.portalPlane.normal[0];
|
|
plane[1] = backEnd.viewParms.portalPlane.normal[1];
|
|
plane[2] = backEnd.viewParms.portalPlane.normal[2];
|
|
plane[3] = backEnd.viewParms.portalPlane.dist;
|
|
|
|
GLSL_SetUniform_PortalPlane(&tr.genericShader, plane);
|
|
}
|
|
|
|
|
|
dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3)
|
|
size = dist * 0.4;
|
|
|
|
VectorScale(tr.sunDirection, dist, origin);
|
|
PerpendicularVector(vec1, tr.sunDirection);
|
|
CrossProduct(tr.sunDirection, vec1, vec2);
|
|
|
|
VectorScale(vec1, size, vec1);
|
|
VectorScale(vec2, size, vec2);
|
|
|
|
// farthest depth range
|
|
glDepthRange(1.0, 1.0);
|
|
|
|
// FIXME: use quad stamp
|
|
Tess_Begin(Tess_StageIteratorGeneric, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum);
|
|
VectorCopy(origin, temp);
|
|
VectorSubtract(temp, vec1, temp);
|
|
VectorSubtract(temp, vec2, temp);
|
|
VectorCopy(temp, tess.xyz[tess.numVertexes]);
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1] = 0;
|
|
tess.texCoords[tess.numVertexes][2] = 0;
|
|
tess.texCoords[tess.numVertexes][3] = 1;
|
|
tess.colors[tess.numVertexes][0] = 1;
|
|
tess.colors[tess.numVertexes][1] = 1;
|
|
tess.colors[tess.numVertexes][2] = 1;
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy(origin, temp);
|
|
VectorAdd(temp, vec1, temp);
|
|
VectorSubtract(temp, vec2, temp);
|
|
VectorCopy(temp, tess.xyz[tess.numVertexes]);
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0] = 0;
|
|
tess.texCoords[tess.numVertexes][1] = 1;
|
|
tess.texCoords[tess.numVertexes][2] = 0;
|
|
tess.texCoords[tess.numVertexes][3] = 1;
|
|
tess.colors[tess.numVertexes][0] = 1;
|
|
tess.colors[tess.numVertexes][1] = 1;
|
|
tess.colors[tess.numVertexes][2] = 1;
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy(origin, temp);
|
|
VectorAdd(temp, vec1, temp);
|
|
VectorAdd(temp, vec2, temp);
|
|
VectorCopy(temp, tess.xyz[tess.numVertexes]);
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0] = 1;
|
|
tess.texCoords[tess.numVertexes][1] = 1;
|
|
tess.texCoords[tess.numVertexes][2] = 0;
|
|
tess.texCoords[tess.numVertexes][3] = 1;
|
|
tess.colors[tess.numVertexes][0] = 1;
|
|
tess.colors[tess.numVertexes][1] = 1;
|
|
tess.colors[tess.numVertexes][2] = 1;
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy(origin, temp);
|
|
VectorSubtract(temp, vec1, temp);
|
|
VectorAdd(temp, vec2, temp);
|
|
VectorCopy(temp, tess.xyz[tess.numVertexes]);
|
|
tess.xyz[tess.numVertexes][3] = 1;
|
|
tess.texCoords[tess.numVertexes][0] = 1;
|
|
tess.texCoords[tess.numVertexes][1] = 0;
|
|
tess.texCoords[tess.numVertexes][2] = 0;
|
|
tess.texCoords[tess.numVertexes][3] = 1;
|
|
tess.colors[tess.numVertexes][0] = 1;
|
|
tess.colors[tess.numVertexes][1] = 1;
|
|
tess.colors[tess.numVertexes][2] = 1;
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 1;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 0;
|
|
tess.indexes[tess.numIndexes++] = 2;
|
|
tess.indexes[tess.numIndexes++] = 3;
|
|
|
|
Tess_End();
|
|
|
|
// back to normal depth range
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
GL_PopMatrix();
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
Tess_StageIteratorSky
|
|
|
|
All of the visible sky triangles are in tess
|
|
|
|
Other things could be stuck in here, like birds in the sky, etc
|
|
================
|
|
*/
|
|
void Tess_StageIteratorSky(void)
|
|
{
|
|
#if !defined(USE_D3D10)
|
|
// log this call
|
|
if(r_logFile->integer)
|
|
{
|
|
// don't just call LogComment, or we will get
|
|
// a call to va() every frame!
|
|
GLimp_LogComment(va
|
|
("--- Tess_StageIteratorSky( %s, %i vertices, %i triangles ) ---\n", tess.surfaceShader->name,
|
|
tess.numVertexes, tess.numIndexes / 3));
|
|
}
|
|
|
|
if(r_fastsky->integer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// trebor: HACK why does this happen with cg_draw2D 0 ?
|
|
if(tess.stageIteratorFunc2 == NULL)
|
|
{
|
|
//tess.stageIteratorFunc2 = Tess_StageIteratorGeneric;
|
|
ri.Error(ERR_FATAL, "tess.stageIteratorFunc == NULL");
|
|
}
|
|
|
|
if(tess.stageIteratorFunc2 == &Tess_StageIteratorDepthFill)
|
|
{
|
|
// go through all the polygons and project them onto
|
|
// the sky box to see which blocks on each side need
|
|
// to be drawn
|
|
Tess_ClipSkyPolygons();
|
|
|
|
// generate the vertexes for all the clouds, which will be drawn
|
|
// by the generic shader routine
|
|
BuildCloudData();
|
|
|
|
if(tess.numVertexes || tess.multiDrawPrimitives)
|
|
tess.stageIteratorFunc2();
|
|
}
|
|
else
|
|
{
|
|
|
|
if(tess.stageIteratorFunc2 == &Tess_StageIteratorGBuffer)
|
|
{
|
|
R_BindFBO(tr.geometricRenderFBO);
|
|
}
|
|
|
|
// go through all the polygons and project them onto
|
|
// the sky box to see which blocks on each side need
|
|
// to be drawn
|
|
Tess_ClipSkyPolygons();
|
|
|
|
// r_showSky will let all the sky blocks be drawn in
|
|
// front of everything to allow developers to see how
|
|
// much sky is getting sucked in
|
|
|
|
if(r_showSky->integer)
|
|
{
|
|
glDepthRange(0.0, 0.0);
|
|
}
|
|
else
|
|
{
|
|
glDepthRange(1.0, 1.0);
|
|
}
|
|
|
|
// draw the outer skybox
|
|
if(tess.surfaceShader->sky.outerbox && tess.surfaceShader->sky.outerbox != tr.blackCubeImage)
|
|
{
|
|
#if 1
|
|
R_BindVBO(tess.vbo);
|
|
R_BindIBO(tess.ibo);
|
|
|
|
gl_skyboxShader->SetPortalClipping(backEnd.viewParms.isPortal);
|
|
gl_skyboxShader->BindProgram();
|
|
|
|
gl_skyboxShader->SetUniform_ViewOrigin(backEnd.viewParms.orientation.origin); // in world space
|
|
|
|
gl_skyboxShader->SetUniform_ModelMatrix(backEnd.orientation.transformMatrix);
|
|
gl_skyboxShader->SetUniform_ModelViewProjectionMatrix(glState.modelViewProjectionMatrix[glState.stackIndex]);
|
|
|
|
// u_PortalPlane
|
|
if(backEnd.viewParms.isPortal)
|
|
{
|
|
float plane[4];
|
|
|
|
// clipping plane in world space
|
|
plane[0] = backEnd.viewParms.portalPlane.normal[0];
|
|
plane[1] = backEnd.viewParms.portalPlane.normal[1];
|
|
plane[2] = backEnd.viewParms.portalPlane.normal[2];
|
|
plane[3] = backEnd.viewParms.portalPlane.dist;
|
|
|
|
gl_skyboxShader->SetUniform_PortalPlane(plane);
|
|
}
|
|
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gl_skyboxShader->SetRequiredVertexPointers();
|
|
|
|
// bind u_ColorMap
|
|
GL_SelectTexture(0);
|
|
GL_Bind(tess.surfaceShader->sky.outerbox);
|
|
|
|
DrawSkyBox(tess.surfaceShader);
|
|
#endif
|
|
}
|
|
|
|
|
|
// generate the vertexes for all the clouds, which will be drawn
|
|
// by the generic shader routine
|
|
BuildCloudData();
|
|
|
|
if(tess.numVertexes || tess.multiDrawPrimitives)
|
|
tess.stageIteratorFunc2();
|
|
|
|
// Tr3B: TODO draw the inner skybox?
|
|
|
|
if(tess.stageIteratorFunc2 == Tess_StageIteratorGBuffer)
|
|
{
|
|
R_BindNullFBO();
|
|
}
|
|
|
|
if(tess.stageIteratorFunc2 != Tess_StageIteratorDepthFill)
|
|
{
|
|
// back to normal depth range
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
// note that sky was drawn so we will draw a sun later
|
|
backEnd.skyRenderedThisView = qtrue;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|