/* ================= R_DrawSkyChain ================= */ void R_DrawSkyChain (msurface_t *s) { msurface_t *fa; // note: 3dfx doesn't like GL_DECAL if (!is_3dfx && gl_multitexture.integer && gl_mtexable) { for (fa = s ; fa ; fa = fa->texturechain) EmitSkyPolysMulti (fa); return; } GL_Bind(solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127; for (fa = s ; fa ; fa = fa->texturechain) EmitSkyPolys (fa); glEnable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f_fp(1.0f, 1.0f, 1.0f, r_skyalpha.value); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127; for (fa = s ; fa ; fa = fa->texturechain) EmitSkyPolys (fa); glDisable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }
/* =============== EmitBothSkyLayers Does a sky warp on the pre-fragmented glpoly_t chain This will be called for brushmodels, the world will have them chained together. =============== */ void EmitBothSkyLayers (msurface_t *fa) { // note: 3dfx doesn't like GL_DECAL if (!is_3dfx && gl_multitexture.integer && gl_mtexable) { EmitSkyPolysMulti (fa); return; } GL_Bind(solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127; EmitSkyPolys (fa); glEnable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f_fp(1.0f, 1.0f, 1.0f, r_skyalpha.value); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127; EmitSkyPolys (fa); glDisable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }
void R_DrawParticles (void) { int i, color; particle_t *p; float scale; #define SCALE_BASE ((p->type == pt_snow) ? p->count/10 : 1) GL_Bind(particletexture); glEnable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin_fp (GL_TRIANGLES); VectorScale (vup, 1.5, r_pup); VectorScale (vright, 1.5, r_pright); for (p = active_particles ; p ; p = p->next) { // hack a scale up to keep particles from disapearing scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1] + (p->org[2] - r_origin[2])*vpn[2]; if (scale < 20) scale = SCALE_BASE; else scale = SCALE_BASE + scale * 0.004; /* clamp color to 0-511: particle->type 10 and 11 (pt_c_explode * and pt_c_explode2, e.g. Crusader's ice particles hitting a * wall) lead to negative values, because R_UpdateParticles () * decrements their color against time. */ color = ((int)p->color) & 0x01ff; if (color < 256) glColor3ubv_fp ((byte *)&d_8to24table[color]); else glColor4ubv_fp ((byte *)&d_8to24TranslucentTable[color-256]); // setup texture coordinates i = 0; if (p->type == pt_snow) { if (p->count >= 69) i = 3; // happy snow! else if (p->count >= 40) i = 2; else if (p->count >= 30) i = 1; } glTexCoord2fv_fp (ptex_coord[i][0]); glVertex3fv_fp (p->org); glTexCoord2fv_fp (ptex_coord[i][1]); glVertex3f_fp (p->org[0] + r_pup[0]*scale, p->org[1] + r_pup[1]*scale, p->org[2] + r_pup[2]*scale); glTexCoord2fv_fp (ptex_coord[i][2]); glVertex3f_fp (p->org[0] + r_pright[0]*scale, p->org[1] + r_pright[1]*scale, p->org[2] + r_pright[2]*scale); } glEnd_fp (); glDisable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }
void R_DrawSkyBox (void) { int i; #if 0 glEnable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f_fp (1,1,1,0.5); glDisable_fp (GL_DEPTH_TEST); #endif for (i = 0; i < 6; i++) { if ( (skymins[0][i] >= skymaxs[0][i]) || (skymins[1][i] >= skymaxs[1][i]) ) continue; GL_Bind(sky_tex[skytexorder[i]]); #if 0 skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; #endif glBegin_fp (GL_QUADS); MakeSkyVec (skymins[0][i], skymins[1][i], i); MakeSkyVec (skymins[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymins[1][i], i); glEnd_fp (); } #if 0 glDisable_fp (GL_BLEND); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f_fp (1,1,1,0.5); glEnable_fp (GL_DEPTH_TEST); #endif }
/* ============= EmitSkyPolys ============= */ static void EmitSkyPolysMulti (msurface_t *fa) { glpoly_t *p; float *v; int i; float s, ss, t, tt; vec3_t dir; float length; glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind (solidskytexture); glActiveTextureARB_fp (GL_TEXTURE1_ARB); glTexEnvf_fp(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glEnable_fp(GL_TEXTURE_2D); GL_Bind (alphaskytexture); for (p = fa->polys ; p ; p = p->next) { glBegin_fp (GL_POLYGON); for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) { VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]; length = sqrt (length); length = 6*63/length; dir[0] *= length; dir[1] *= length; s = (realtime*8 + dir[0]) * (1.0/128); t = (realtime*8 + dir[1]) * (1.0/128); ss = (realtime*16 + dir[0]) * (1.0/128); tt = (realtime*16 + dir[1]) * (1.0/128); glMultiTexCoord2fARB_fp (GL_TEXTURE0_ARB, s, t); glMultiTexCoord2fARB_fp (GL_TEXTURE1_ARB, ss, tt); glVertex3fv_fp (v); } glEnd_fp (); } glDisable_fp(GL_TEXTURE_2D); glActiveTextureARB_fp (GL_TEXTURE0_ARB); }