629 lines
16 KiB
C
629 lines
16 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// r_sky.c - render sky dome or skybox
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//=======================================================================
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#include "r_local.h"
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#include "mathlib.h"
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#include "matrixlib.h"
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#define MAX_CLIP_VERTS 64
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#define ST_SCALE 1.0 / SKY_SIZE
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#define ST_MIN 1.0 / 512
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#define ST_MAX 511.0 / 512
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#define SPHERE_RAD 10.0
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#define SPHERE_RAD2 SPHERE_RAD * SPHERE_RAD
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#define EYE_RAD 9.0
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#define EYE_RAD2 EYE_RAD * EYE_RAD
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#define BOX_SIZE 1.0
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#define BOX_STEP BOX_SIZE / SKY_SIZE * 2.0
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static vec3_t r_skyClip[6] =
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{
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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 int r_skyStToVec[6][3] =
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{
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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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static int r_skyVecToSt[6][3] =
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{
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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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};
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/*
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=================
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R_FillSkySide
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=================
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*/
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static void R_FillSkySide( skySide_t *skySide, float skyHeight, vec3_t org, vec3_t row, vec3_t col )
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{
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vec3_t xyz, normal, w;
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vec2_t st, sphere;
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float dist;
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int r, c;
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int vert = 0;
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skySide->numIndices = SKY_INDICES;
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skySide->numVertices = SKY_VERTICES;
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// Find normal
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CrossProduct( col, row, normal );
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VectorNormalize( normal );
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for( r = 0; r <= SKY_SIZE; r++ )
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{
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VectorCopy( org, xyz );
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for( c = 0; c <= SKY_SIZE; c++ )
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{
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// find s and t for box
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st[0] = c * ST_SCALE;
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st[1] = 1.0 - r * ST_SCALE;
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if( !GL_Support( R_CLAMPTOEDGE_EXT ))
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{
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// avoid bilerp seam
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st[0] = bound(ST_MIN, st[0], ST_MAX);
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st[1] = bound(ST_MIN, st[1], ST_MAX);
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}
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// normalize
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VectorNormalize2( xyz, w );
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// find distance along w to sphere
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dist = sqrt(EYE_RAD2 * (w[2] * w[2] - 1.0) + SPHERE_RAD2) - EYE_RAD * w[2];
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// use x and y on sphere as s and t
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// minus is here so skies scroll in correct (Q3's) direction
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sphere[0] = ((-(w[0] * dist) * ST_SCALE) + 1) * 0.5;
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sphere[1] = ((-(w[1] * dist) * ST_SCALE) + 1) * 0.5;
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// store vertex
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skySide->vertices[vert].xyz[0] = xyz[0] * skyHeight;
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skySide->vertices[vert].xyz[1] = xyz[1] * skyHeight;
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skySide->vertices[vert].xyz[2] = xyz[2] * skyHeight;
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skySide->vertices[vert].normal[0] = normal[0];
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skySide->vertices[vert].normal[1] = normal[1];
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skySide->vertices[vert].normal[2] = normal[2];
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skySide->vertices[vert].st[0] = st[0];
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skySide->vertices[vert].st[1] = st[1];
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skySide->vertices[vert].sphere[0] = sphere[0];
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skySide->vertices[vert].sphere[1] = sphere[1];
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vert++;
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VectorAdd( xyz, col, xyz );
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}
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VectorAdd( org, row, org );
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}
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}
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/*
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=================
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R_MakeSkyVec
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=================
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*/
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static void R_MakeSkyVec( int axis, float x, float y, float z, vec3_t v )
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{
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vec3_t b;
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int i, j;
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VectorSet( b, x, y, z );
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for( i = 0; i < 3; i++ )
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{
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j = r_skyStToVec[axis][i];
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if( j < 0 ) v[i] = -b[-j - 1];
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else v[i] = b[j - 1];
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}
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}
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/*
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=================
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R_AddSkyPolygon
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=================
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*/
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static void R_AddSkyPolygon( int numVerts, vec3_t verts )
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{
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sky_t *sky = r_worldModel->sky;
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int i, j, axis;
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vec3_t v, av;
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float s, t, div;
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float *vp;
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// decide which face it maps to
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VectorClear( v );
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for( i = 0, vp = verts; i < numVerts; i++, vp += 3 )
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VectorAdd( vp, v, v );
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VectorSet( av, fabs(v[0]), fabs(v[1]), 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 ) axis = 1;
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else 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 ) axis = 3;
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else axis = 2;
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}
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else
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{
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if( v[2] < 0 ) axis = 5;
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else axis = 4;
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}
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// project new texture coords
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for( i = 0; i < numVerts; i++, verts += 3 )
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{
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j = r_skyVecToSt[axis][2];
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if( j > 0 ) div = verts[j - 1];
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else div = -verts[-j - 1];
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if( div < 0.001 ) continue; // don't divide by zero
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div = 1.0 / div;
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j = r_skyVecToSt[axis][0];
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if( j < 0 ) s = -verts[-j - 1] * div;
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else s = verts[j - 1] * div;
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j = r_skyVecToSt[axis][1];
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if( j < 0 ) t = -verts[-j - 1] * div;
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else t = verts[j - 1] * div;
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if( s < sky->mins[0][axis] ) sky->mins[0][axis] = s;
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if( t < sky->mins[1][axis] ) sky->mins[1][axis] = t;
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if( s > sky->maxs[0][axis] ) sky->maxs[0][axis] = s;
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if( t > sky->maxs[1][axis] ) sky->maxs[1][axis] = t;
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}
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}
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/*
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=================
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R_ClipSkyPolygon
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=================
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*/
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static void R_ClipSkyPolygon( int numVerts, vec3_t verts, int stage )
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{
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int i;
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float *v;
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int f, b;
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float dist;
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bool frontSide, backSide;
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vec3_t front[MAX_CLIP_VERTS], back[MAX_CLIP_VERTS];
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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if( numVerts > MAX_CLIP_VERTS-2 )
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Host_Error( "R_ClipSkyPolygon: MAX_CLIP_VERTS limit exceeded\n" );
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if( stage == 6 )
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{
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// fully clipped, so add it
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R_AddSkyPolygon( numVerts, verts );
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return;
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}
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frontSide = backSide = false;
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for( i = 0, v = verts; i < numVerts; i++, v += 3 )
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{
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dists[i] = dist = DotProduct( v, r_skyClip[stage] );
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if( dist > ON_EPSILON )
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{
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frontSide = true;
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sides[i] = SIDE_FRONT;
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}
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else if( dist < -ON_EPSILON )
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{
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backSide = true;
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sides[i] = SIDE_BACK;
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}
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else sides[i] = SIDE_ON;
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}
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if( !frontSide || !backSide )
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{
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// not clipped
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R_ClipSkyPolygon( numVerts, verts, stage+1 );
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return;
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}
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// clip it
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dists[i] = dists[0];
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sides[i] = sides[0];
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VectorCopy( verts, (verts + (i*3)));
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f = b = 0;
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for( i = 0, v = verts; i < numVerts; 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, front[f] );
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f++;
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break;
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case SIDE_BACK:
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VectorCopy( v, back[b] );
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b++;
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break;
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case SIDE_ON:
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VectorCopy( v, front[f] );
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VectorCopy( v, back[b] );
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f++;
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b++;
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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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dist = dists[i] / (dists[i] - dists[i+1]);
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front[f][0] = back[b][0] = v[0] + (v[3] - v[0]) * dist;
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front[f][1] = back[b][1] = v[1] + (v[4] - v[1]) * dist;
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front[f][2] = back[b][2] = v[2] + (v[5] - v[2]) * dist;
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f++;
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b++;
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}
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// continue clipping
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R_ClipSkyPolygon( f, front[0], stage+1 );
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R_ClipSkyPolygon( b, back[0], stage+1 );
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}
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/*
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=================
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R_DrawSkyBox
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=================
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*/
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static void R_DrawSkyBox( texture_t *textures[6], bool blended )
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{
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sky_t *sky = r_worldModel->sky;
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skySide_t *skySide;
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int i;
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// set the state
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GL_TexEnv( GL_REPLACE );
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if( blended )
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{
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GL_Enable( GL_CULL_FACE );
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GL_Disable( GL_POLYGON_OFFSET_FILL );
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GL_Disable( GL_VERTEX_PROGRAM_ARB );
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GL_Disable( GL_FRAGMENT_PROGRAM_ARB );
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GL_Enable( GL_ALPHA_TEST );
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GL_Enable( GL_BLEND );
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GL_Enable( GL_DEPTH_TEST );
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GL_CullFace( GL_FRONT );
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GL_AlphaFunc( GL_GREATER, 0.0 );
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GL_BlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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GL_DepthFunc( GL_LEQUAL );
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GL_DepthMask( GL_FALSE );
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}
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else
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{
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GL_Enable( GL_CULL_FACE );
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GL_Disable( GL_POLYGON_OFFSET_FILL );
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GL_Disable( GL_VERTEX_PROGRAM_ARB );
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GL_Disable( GL_FRAGMENT_PROGRAM_ARB );
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GL_Disable( GL_ALPHA_TEST );
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GL_Disable( GL_BLEND );
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GL_Enable( GL_DEPTH_TEST );
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GL_CullFace( GL_FRONT );
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GL_DepthFunc( GL_LEQUAL );
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GL_DepthMask( GL_FALSE );
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}
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pglDepthRange( 1, 1 );
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pglEnable( GL_TEXTURE_2D );
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pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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pglDisableClientState( GL_NORMAL_ARRAY );
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pglDisableClientState( GL_COLOR_ARRAY );
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// draw it
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for( i = 0, skySide = sky->skySides; i < 6; i++, skySide++ )
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{
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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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continue;
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r_stats.numVertices += skySide->numVertices;
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r_stats.numIndices += skySide->numIndices;
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r_stats.totalIndices += skySide->numIndices;
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GL_BindTexture( textures[i] );
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if( GL_Support( R_ARB_VERTEX_BUFFER_OBJECT_EXT ))
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{
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pglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, rb_vbo.indexBuffer );
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pglBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, skySide->numIndices * sizeof(uint), skySide->indices, GL_STREAM_DRAW_ARB );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, sky->vbo[i] );
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglVertexPointer( 3, GL_FLOAT, 20, VBO_OFFSET(0));
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglTexCoordPointer( 2, GL_FLOAT, 20, VBO_OFFSET(12));
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if( GL_Support( R_DRAW_RANGEELEMENTS_EXT ))
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pglDrawRangeElementsEXT( GL_TRIANGLES, 0, skySide->numVertices, skySide->numIndices, GL_UNSIGNED_INT, VBO_OFFSET(0));
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else pglDrawElements( GL_TRIANGLES, skySide->numIndices, GL_UNSIGNED_INT, VBO_OFFSET(0));
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}
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else
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{
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglVertexPointer( 3, GL_FLOAT, sizeof(skySideVert_t), skySide->vertices->xyz );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof(skySideVert_t), skySide->vertices->st );
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if( GL_Support( R_CUSTOM_VERTEX_ARRAY_EXT )) pglLockArraysEXT( 0, skySide->numVertices );
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if( GL_Support( R_DRAW_RANGEELEMENTS_EXT ))
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pglDrawRangeElementsEXT( GL_TRIANGLES, 0, skySide->numVertices, skySide->numIndices, GL_UNSIGNED_INT, skySide->indices );
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else pglDrawElements( GL_TRIANGLES, skySide->numIndices, GL_UNSIGNED_INT, skySide->indices);
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if( GL_Support( R_CUSTOM_VERTEX_ARRAY_EXT )) pglUnlockArraysEXT();
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}
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}
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pglDisable( GL_TEXTURE_2D );
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}
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/*
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=================
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R_DrawSky
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=================
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*/
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void R_DrawSky( void )
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{
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sky_t *sky = r_worldModel->sky;
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skySide_t *skySide;
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skySideVert_t *v;
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matrix4x4 matrix;
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uint *index;
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vec3_t r_backward, r_left;
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int s, t, sMin, sMax, tMin, tMax;
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int i, j;
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// compute and load matrix
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VectorNegate( r_forward, r_backward );
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VectorNegate( r_right, r_left );
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Matrix4x4_FromVectors( matrix, r_left, r_up, r_backward, r_origin );
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if( sky->rotate ) Matrix4x4_ConcatRotate( matrix, r_refdef.time * sky->rotate, sky->axis[0], sky->axis[1], sky->axis[2] );
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GL_LoadMatrix( matrix );
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// build indices in tri-strip order
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for( i = 0, skySide = sky->skySides; i < 6; i++, skySide++ )
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{
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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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continue;
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sMin = (int)((sky->mins[0][i] + 1) * 0.5 * (float)(SKY_SIZE));
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sMax = (int)((sky->maxs[0][i] + 1) * 0.5 * (float)(SKY_SIZE)) + 1;
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tMin = (int)((sky->mins[1][i] + 1) * 0.5 * (float)(SKY_SIZE));
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tMax = (int)((sky->maxs[1][i] + 1) * 0.5 * (float)(SKY_SIZE)) + 1;
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sMin = bound(0, sMin, SKY_SIZE);
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sMax = bound(0, sMax, SKY_SIZE);
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tMin = bound(0, tMin, SKY_SIZE);
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tMax = bound(0, tMax, SKY_SIZE);
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index = skySide->indices;
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for( t = tMin; t < tMax; t++ )
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{
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for( s = sMin; s < sMax; s++ )
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{
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index[0] = t * (SKY_SIZE+1) + s;
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index[1] = index[4] = index[0] + (SKY_SIZE+1);
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index[2] = index[3] = index[0] + 1;
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index[5] = index[1] + 1;
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index += 6;
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}
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}
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skySide->numIndices = (sMax-sMin) * (tMax-tMin) * 6;
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}
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// draw the far box
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if( sky->shader->skyParms.farBox[0] )
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R_DrawSkyBox( sky->shader->skyParms.farBox, false );
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// draw the cloud layers
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if( sky->shader->numStages )
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{
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pglDepthRange( 1, 1 );
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for( i = 0, skySide = sky->skySides; i < 6; i++, skySide++ )
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{
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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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continue;
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// draw it
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RB_CheckMeshOverflow( skySide->numIndices, skySide->numVertices );
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for( j = 0; j < skySide->numIndices; j += 3 )
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{
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indexArray[numIndex++] = numVertex + skySide->indices[j+0];
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indexArray[numIndex++] = numVertex + skySide->indices[j+1];
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indexArray[numIndex++] = numVertex + skySide->indices[j+2];
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}
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for( j = 0, v = skySide->vertices; j < skySide->numVertices; j++, v++ )
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{
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vertexArray[numVertex][0] = v->xyz[0];
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vertexArray[numVertex][1] = v->xyz[1];
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vertexArray[numVertex][2] = v->xyz[2];
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normalArray[numVertex][0] = v->normal[0];
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normalArray[numVertex][1] = v->normal[1];
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normalArray[numVertex][2] = v->normal[2];
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inTexCoordArray[numVertex][0] = v->sphere[0];
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inTexCoordArray[numVertex][1] = v->sphere[1];
|
|
inColorArray[numVertex][0] = 1.0f;
|
|
inColorArray[numVertex][1] = 1.0f;
|
|
inColorArray[numVertex][2] = 1.0f;
|
|
inColorArray[numVertex][3] = 1.0f;
|
|
numVertex++;
|
|
}
|
|
}
|
|
// flush
|
|
RB_RenderMesh();
|
|
}
|
|
|
|
// draw the near box
|
|
if( sky->shader->skyParms.nearBox[0] )
|
|
R_DrawSkyBox( sky->shader->skyParms.nearBox, true );
|
|
|
|
pglDepthRange( 0, 1 );
|
|
pglLoadMatrixf( r_worldMatrix );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_ClearSky
|
|
=================
|
|
*/
|
|
void R_ClearSky( void )
|
|
{
|
|
sky_t *sky = r_worldModel->sky;
|
|
int i;
|
|
|
|
for( i = 0; i < 6; i++ )
|
|
{
|
|
sky->mins[0][i] = sky->mins[1][i] = 999999;
|
|
sky->maxs[0][i] = sky->maxs[1][i] = -999999;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_ClipSkySurface
|
|
=================
|
|
*/
|
|
void R_ClipSkySurface( surface_t *surf )
|
|
{
|
|
surfPoly_t *p;
|
|
surfPolyVert_t *v;
|
|
vec3_t verts[MAX_CLIP_VERTS];
|
|
int i;
|
|
|
|
// calculate vertex values for sky box
|
|
for( p = surf->poly; p; p = p->next )
|
|
{
|
|
for( i = 0, v = p->vertices; i < p->numVertices; i++, v++ )
|
|
VectorSubtract( v->xyz, r_refdef.vieworg, verts[i] );
|
|
R_ClipSkyPolygon( p->numVertices, verts[0], 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_AddSkyToList
|
|
=================
|
|
*/
|
|
void R_AddSkyToList( void )
|
|
{
|
|
sky_t *sky = r_worldModel->sky;
|
|
int i;
|
|
|
|
// check for no sky at all
|
|
for( i = 0; i < 6; i++ )
|
|
{
|
|
if( sky->mins[0][i] < sky->maxs[0][i] && sky->mins[1][i] < sky->maxs[1][i] )
|
|
break;
|
|
}
|
|
|
|
if( i == 6 ) return; // nothing visible
|
|
|
|
// HACK: force full sky to draw when rotating
|
|
if( sky->rotate )
|
|
{
|
|
for( i = 0; i < 6; i++ )
|
|
{
|
|
sky->mins[0][i] = -1;
|
|
sky->mins[1][i] = -1;
|
|
sky->maxs[0][i] = 1;
|
|
sky->maxs[1][i] = 1;
|
|
}
|
|
}
|
|
|
|
// add it
|
|
R_AddMeshToList( MESH_SKY, NULL, sky->shader, r_worldEntity, 0 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupSky
|
|
=================
|
|
*/
|
|
void R_SetupSky( const char *name, float rotate, const vec3_t axis )
|
|
{
|
|
sky_t *sky;
|
|
skySide_t *skySide;
|
|
skySideVert_t *v;
|
|
vec3_t org, row, col;
|
|
void *map;
|
|
int i, j;
|
|
|
|
r_worldModel->sky = sky = Mem_Alloc( r_temppool, sizeof( sky_t ));
|
|
sky->shader = R_FindShader( name, SHADER_SKY, 0 );
|
|
|
|
sky->rotate = rotate;
|
|
if(!VectorIsNull( axis ))
|
|
VectorCopy( axis, sky->axis );
|
|
else VectorSet( sky->axis, 0, 0, 1 );
|
|
|
|
// fill sky sides
|
|
for( i = 0, skySide = sky->skySides; i < 6; i++, skySide++ )
|
|
{
|
|
R_MakeSkyVec( i, -BOX_SIZE, -BOX_SIZE, BOX_SIZE, org );
|
|
R_MakeSkyVec( i, 0, BOX_STEP, 0, row );
|
|
R_MakeSkyVec( i, BOX_STEP, 0, 0, col );
|
|
|
|
R_FillSkySide( skySide, sky->shader->skyParms.cloudHeight, org, row, col );
|
|
|
|
// If VBO is enabled, put the sky box arrays in a static buffer
|
|
if( GL_Support( R_ARB_VERTEX_BUFFER_OBJECT_EXT ))
|
|
{
|
|
sky->vbo[i] = RB_AllocStaticBuffer( GL_ARRAY_BUFFER_ARB, skySide->numVertices * (sizeof(vec3_t) + sizeof(vec2_t)));
|
|
|
|
// fill it in with vertices and texture coordinates
|
|
map = pglMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB );
|
|
if( map )
|
|
{
|
|
for( j = 0, v = skySide->vertices; j < skySide->numVertices; j++, v++ )
|
|
{
|
|
((float *)map)[j*5+0] = v->xyz[0];
|
|
((float *)map)[j*5+1] = v->xyz[1];
|
|
((float *)map)[j*5+2] = v->xyz[2];
|
|
((float *)map)[j*5+3] = v->st[0];
|
|
((float *)map)[j*5+4] = v->st[1];
|
|
}
|
|
pglUnmapBufferARB( GL_ARRAY_BUFFER_ARB );
|
|
}
|
|
}
|
|
}
|
|
}
|