📄 tr_sky.c
字号:
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_sky.c
#include "tr_local.h"
#define SKY_SUBDIVISIONS 8
#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
static float s_cloudTexP[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
/*
===================================================================================
POLYGON TO BOX SIDE PROJECTION
===================================================================================
*/
static vec3_t sky_clip[6] =
{
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
static float sky_mins[2][6], sky_maxs[2][6];
static float sky_min, sky_max;
/*
================
AddSkyPolygon
================
*/
static void AddSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// s = [0]/[2], t = [1]/[2]
static int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
// decide which face it maps to
VectorCopy (vec3_origin, 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 < sky_mins[0][axis])
sky_mins[0][axis] = s;
if (t < sky_mins[1][axis])
sky_mins[1][axis] = t;
if (s > sky_maxs[0][axis])
sky_maxs[0][axis] = s;
if (t > sky_maxs[1][axis])
sky_maxs[1][axis] = t;
}
}
#define ON_EPSILON 0.1f // point on plane side epsilon
#define MAX_CLIP_VERTS 64
/*
================
ClipSkyPolygon
================
*/
static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
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)
ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
AddSkyPolygon (nump, vecs);
return;
}
front = back = qfalse;
norm = sky_clip[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);
}
/*
==============
ClearSkyBox
==============
*/
static void ClearSkyBox (void) {
int i;
for (i=0 ; i<6 ; i++) {
sky_mins[0][i] = sky_mins[1][i] = 9999;
sky_maxs[0][i] = sky_maxs[1][i] = -9999;
}
}
/*
================
RB_ClipSkyPolygons
================
*/
void RB_ClipSkyPolygons( shaderCommands_t *input )
{
vec3_t p[5]; // need one extra point for clipping
int i, j;
ClearSkyBox();
for ( i = 0; i < input->numIndexes; i += 3 )
{
for (j = 0 ; j < 3 ; j++)
{
VectorSubtract( input->xyz[input->indexes[i+j]],
backEnd.viewParms.or.origin,
p[j] );
}
ClipSkyPolygon( 3, p[0], 0 );
}
}
/*
===================================================================================
CLOUD VERTEX GENERATION
===================================================================================
*/
/*
** MakeSkyVec
**
** Parms: s, t range from -1 to 1
*/
static void MakeSkyVec( float s, float t, int axis, float outSt[2], vec3_t outXYZ )
{
// 1 = s, 2 = t, 3 = 2048
static 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
};
vec3_t b;
int j, k;
float boxSize;
boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
b[0] = s*boxSize;
b[1] = t*boxSize;
b[2] = boxSize;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
{
outXYZ[j] = -b[-k - 1];
}
else
{
outXYZ[j] = b[k - 1];
}
}
// 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;
}
t = 1.0 - t;
if ( outSt )
{
outSt[0] = s;
outSt[1] = t;
}
}
static int sky_texorder[6] = {0,2,1,3,4,5};
static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
static float s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
int s, t;
GL_Bind( image );
for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
qglBegin( GL_TRIANGLE_STRIP );
for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
{
qglTexCoord2fv( s_skyTexCoords[t][s] );
qglVertex3fv( s_skyPoints[t][s] );
qglTexCoord2fv( s_skyTexCoords[t+1][s] );
qglVertex3fv( s_skyPoints[t+1][s] );
}
qglEnd();
}
}
static void DrawSkyBox( shader_t *shader )
{
int i;
sky_min = 0;
sky_max = 1;
Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) );
for (i=0 ; i<6 ; i++)
{
int sky_mins_subd[2], sky_maxs_subd[2];
int s, t;
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] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
sky_maxs_subd[1] = 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] < -HALF_SKY_SUBDIVISIONS )
sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -