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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "gl.h"
static float skyrotate;
static vec3_t skyaxis;
static int sky_images[6];
static const vec3_t skyclip[6] = {
{ 1, 1, 0 },
{ 1, -1, 0 },
{ 0, -1, 1 },
{ 0, 1, 1 },
{ 1, 0, 1 },
{ -1, 0, 1 }
};
// 1 = s, 2 = t, 3 = 2048
static const int st_to_vec[6][3] = {
{ 3, -1, 2 },
{ -3, 1, 2 },
{ 1, 3, 2 },
{ -1, -3, 2 },
{ -2, -1, 3 }, // 0 degrees yaw, look straight up
{ 2, -1, -3 } // look straight down
};
// s = [0]/[2], t = [1]/[2]
static const int vec_to_st[6][3] = {
{ -2, 3, 1 },
{ 2, 3, -1 },
{ 1, 3, 2 },
{ -1, 3, -2 },
{ -2, -1, 3 },
{ -2, 1, -3 }
};
static vec3_t skymatrix[3];
static float skymins[2][6], skymaxs[2][6];
static int skyfaces;
static const float sky_min = 1.0f / 512.0f;
static const float sky_max = 511.0f / 512.0f;
static void DrawSkyPolygon(int nump, vec3_t vecs)
{
int i, j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// decide which face it maps to
VectorClear(v);
for (i = 0, vp = vecs; i < nump; i++, vp += 3) {
VectorAdd(vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2]) {
if (v[0] < 0)
axis = 1;
else
axis = 0;
} else if (av[1] > av[2] && av[1] > av[0]) {
if (v[1] < 0)
axis = 3;
else
axis = 2;
} else {
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i = 0; i < nump; i++, vecs += 3) {
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
if (dv < 0.001)
continue; // don't divide by zero
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j - 1] / dv;
else
s = vecs[j - 1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j - 1] / dv;
else
t = vecs[j - 1] / dv;
if (s < skymins[0][axis])
skymins[0][axis] = s;
if (t < skymins[1][axis])
skymins[1][axis] = t;
if (s > skymaxs[0][axis])
skymaxs[0][axis] = s;
if (t > skymaxs[1][axis])
skymaxs[1][axis] = t;
}
}
#define ON_EPSILON 0.1 // point on plane side epsilon
#define MAX_CLIP_VERTS 64
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
static void ClipSkyPolygon(int nump, vec3_t vecs, int stage)
{
const float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS - 2) {
Com_DPrintf("%s: too many verts\n", __func__);
return;
}
if (stage == 6) {
// fully clipped, so draw it
DrawSkyPolygon(nump, vecs);
return;
}
front = back = qfalse;
norm = skyclip[stage];
for (i = 0, v = vecs; i < nump; i++, v += 3) {
d = DotProduct(v, norm);
if (d > ON_EPSILON) {
front = qtrue;
sides[i] = SIDE_FRONT;
} else if (d < -ON_EPSILON) {
back = qtrue;
sides[i] = SIDE_BACK;
} else {
sides[i] = SIDE_ON;
}
dists[i] = d;
}
if (!front || !back) {
// not clipped
ClipSkyPolygon(nump, vecs, stage + 1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy(vecs, (vecs + (i * 3)));
newc[0] = newc[1] = 0;
for (i = 0, v = vecs; i < nump; i++, v += 3) {
switch (sides[i]) {
case SIDE_FRONT:
VectorCopy(v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy(v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy(v, newv[0][newc[0]]);
newc[0]++;
VectorCopy(v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i + 1]);
for (j = 0; j < 3; j++) {
e = v[j] + d * (v[j + 3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon(newc[0], newv[0][0], stage + 1);
ClipSkyPolygon(newc[1], newv[1][0], stage + 1);
}
static inline void SkyInverseRotate(vec3_t out, const vec3_t in)
{
out[0] = skymatrix[0][0] * in[0] + skymatrix[1][0] * in[1] + skymatrix[2][0] * in[2];
out[1] = skymatrix[0][1] * in[0] + skymatrix[1][1] * in[1] + skymatrix[2][1] * in[2];
out[2] = skymatrix[0][2] * in[0] + skymatrix[1][2] * in[1] + skymatrix[2][2] * in[2];
}
/*
=================
R_AddSkySurface
=================
*/
void R_AddSkySurface(mface_t *fa)
{
int i;
vec3_t verts[MAX_CLIP_VERTS];
vec3_t temp;
msurfedge_t *surfedge;
mvertex_t *vert;
if (fa->numsurfedges > MAX_CLIP_VERTS) {
Com_DPrintf("%s: too many verts\n", __func__);
return;
}
// calculate vertex values for sky box
surfedge = fa->firstsurfedge;
if (skyrotate) {
if (!skyfaces)
SetupRotationMatrix(skymatrix, skyaxis, glr.fd.time * skyrotate);
for (i = 0; i < fa->numsurfedges; i++, surfedge++) {
vert = surfedge->edge->v[surfedge->vert];
VectorSubtract(vert->point, glr.fd.vieworg, temp);
SkyInverseRotate(verts[i], temp);
}
} else {
for (i = 0; i < fa->numsurfedges; i++, surfedge++) {
vert = surfedge->edge->v[surfedge->vert];
VectorSubtract(vert->point, glr.fd.vieworg, verts[i]);
}
}
ClipSkyPolygon(fa->numsurfedges, verts[0], 0);
skyfaces++;
}
/*
==============
R_ClearSkyBox
==============
*/
void R_ClearSkyBox(void)
{
int i;
for (i = 0; i < 6; i++) {
skymins[0][i] = skymins[1][i] = 9999;
skymaxs[0][i] = skymaxs[1][i] = -9999;
}
skyfaces = 0;
}
static void MakeSkyVec(float s, float t, int axis, vec_t *out)
{
vec3_t b, v;
int j, k;
b[0] = s * gl_static.world.size;
b[1] = t * gl_static.world.size;
b[2] = gl_static.world.size;
for (j = 0; j < 3; j++) {
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
}
if (skyrotate) {
out[0] = DotProduct(skymatrix[0], v) + glr.fd.vieworg[0];
out[1] = DotProduct(skymatrix[1], v) + glr.fd.vieworg[1];
out[2] = DotProduct(skymatrix[2], v) + glr.fd.vieworg[2];
} else {
VectorAdd(v, glr.fd.vieworg, out);
}
// avoid bilerp seam
s = (s + 1) * 0.5;
t = (t + 1) * 0.5;
if (s < sky_min)
s = sky_min;
else if (s > sky_max)
s = sky_max;
if (t < sky_min)
t = sky_min;
else if (t > sky_max)
t = sky_max;
out[3] = s;
out[4] = 1.0 - t;
}
#define SKY_VISIBLE(side) \
(skymins[0][side] < skymaxs[0][side] && \
skymins[1][side] < skymaxs[1][side])
/*
==============
R_DrawSkyBox
==============
*/
void R_DrawSkyBox(void)
{
static const int skytexorder[6] = {0, 2, 1, 3, 4, 5};
vec5_t verts[4];
int i;
// check for no sky at all
if (!skyfaces)
return; // nothing visible
GL_StateBits(GLS_TEXTURE_REPLACE);
GL_ArrayBits(GLA_VERTEX | GLA_TC);
GL_VertexPointer(3, 5, &verts[0][0]);
GL_TexCoordPointer(2, 5, &verts[0][3]);
for (i = 0; i < 6; i++) {
if (!SKY_VISIBLE(i)) {
continue;
}
GL_BindTexture(0, sky_images[skytexorder[i]]);
MakeSkyVec(skymaxs[0][i], skymins[1][i], i, verts[0]);
MakeSkyVec(skymins[0][i], skymins[1][i], i, verts[1]);
MakeSkyVec(skymaxs[0][i], skymaxs[1][i], i, verts[2]);
MakeSkyVec(skymins[0][i], skymaxs[1][i], i, verts[3]);
qglDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
static void R_UnsetSky(void)
{
int i;
skyrotate = 0;
for (i = 0; i < 6; i++) {
sky_images[i] = TEXNUM_BLACK;
}
}
/*
============
R_SetSky
============
*/
void R_SetSky(const char *name, float rotate, vec3_t axis)
{
int i;
char pathname[MAX_QPATH];
image_t *image;
size_t len;
// 3dstudio environment map names
static const char suf[6][3] = { "rt", "bk", "lf", "ft", "up", "dn" };
if (!gl_drawsky->integer) {
R_UnsetSky();
return;
}
skyrotate = rotate;
VectorNormalize2(axis, skyaxis);
for (i = 0; i < 6; i++) {
len = Q_concat(pathname, sizeof(pathname),
"env/", name, suf[i], ".tga", NULL);
if (len >= sizeof(pathname)) {
R_UnsetSky();
return;
}
FS_NormalizePath(pathname, pathname);
image = IMG_Find(pathname, IT_SKY, IF_NONE);
if (image->texnum == TEXNUM_DEFAULT) {
R_UnsetSky();
return;
}
sky_images[i] = image->texnum;
}
}
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