mirror of
https://github.com/nillerusr/source-engine.git
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353 lines
8.2 KiB
C++
353 lines
8.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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// gl_warp.c -- sky and water polygons
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#include "render_pch.h"
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#include "gl_water.h"
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#include "zone.h"
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#include "gl_model_private.h"
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#include "gl_matsysiface.h"
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#include "utlvector.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "tier2/tier2.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SQRT3INV (0.57735f) // a little less than 1 / sqrt(3)
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static ConVar r_drawskybox( "r_drawskybox", "1", FCVAR_CHEAT );
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extern ConVar mat_loadtextures;
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static IMaterial *skyboxMaterials[6] = { NULL, NULL, NULL, NULL, NULL, NULL };
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// 1 = s, 2 = t, 3 = 2048
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int st_to_vec[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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// s = [0]/[2], t = [1]/[2]
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int skytexorder[6] = {0,2,1,3,4,5};
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#define SIGN(d) ((d)<0?-1:1)
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static int gFakePlaneType[6] = {1,-1,2,-2,3,-3};
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// (This is pasted from vtf.cpp - just for reference. It shows how the faces
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// of the engine's skybox are oriented and mapped).
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//
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// The vert ordering is lower-left, top-left, top-right, bottom-right.
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//
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// These were constructed for the engine skybox, which looks like this
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// (assuming X goes forward, Y goes left, and Z goes up).
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//
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// 6 ------------- 5
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// / /
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// / | / |
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// / | / |
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// 2 ------------- 1 |
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// | |
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// | |
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// | 7 ------|------ 4
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// | / | /
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// | / | /
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// / /
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// 3 ------------- 0
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//
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//int g_skybox_rightFaceVerts[4] = { 7, 6, 5, 4 };
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//int g_skybox_leftFaceVerts[4] = { 0, 1, 2, 3 };
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//int g_skybox_backFaceVerts[4] = { 3, 2, 6, 7 };
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//int g_skybox_frontFaceVerts[4] = { 4, 5, 1, 0 };
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//int g_skybox_upFaceVerts[4] = { 6, 2, 1, 5 };
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//int g_skybox_downFaceVerts[4] = { 3, 7, 4, 0 };
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_UnloadSkys( 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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if( skyboxMaterials[i] )
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{
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skyboxMaterials[ i ]->DecrementReferenceCount();
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skyboxMaterials[ i ] = NULL;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool R_LoadNamedSkys( const char *skyname )
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{
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char name[ MAX_OSPATH ];
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IMaterial *skies[ 6 ];
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bool success = true;
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const char *skyboxsuffix[ 6 ] = { "rt", "bk", "lf", "ft", "up", "dn" };
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bool bUseDx8Skyboxes = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 );
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for ( int i = 0; i < 6; i++ )
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{
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skies[i] = NULL;
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if ( bUseDx8Skyboxes )
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{
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Q_snprintf( name, sizeof( name ), "skybox/%s_dx80%s", skyname, skyboxsuffix[i] );
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skies[i] = materials->FindMaterial( name, TEXTURE_GROUP_SKYBOX, false );
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if( IsErrorMaterial( skies[i] ) )
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{
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skies[i] = NULL;
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}
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}
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if ( skies[i] == NULL )
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{
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Q_snprintf( name, sizeof( name ), "skybox/%s%s", skyname, skyboxsuffix[i] );
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skies[i] = materials->FindMaterial( name, TEXTURE_GROUP_SKYBOX );
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}
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if( !IsErrorMaterial( skies[i] ) )
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continue;
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success = false;
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break;
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}
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if ( !success )
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{
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return false;
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}
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// Increment references
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for ( int i = 0; i < 6; i++ )
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{
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// Unload any old skybox
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if ( skyboxMaterials[ i ] )
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{
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skyboxMaterials[ i ]->DecrementReferenceCount();
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skyboxMaterials[ i ] = NULL;
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}
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// Use the new one
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assert( skies[ i ] );
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skyboxMaterials[i] = skies[ i ];
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skyboxMaterials[i]->IncrementReferenceCount();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_LoadSkys( void )
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{
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bool success = true;
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char requestedsky[ 128 ];
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ConVarRef skyname( "sv_skyname" );
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if ( skyname.IsValid() )
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{
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Q_strncpy( requestedsky, skyname.GetString(), sizeof( requestedsky ) );
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}
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else
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{
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ConDMsg( "Unable to find skyname ConVar!!!\n" );
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return;
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}
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// See if user's sky will work
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if ( !R_LoadNamedSkys( requestedsky ) )
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{
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// Assume failure
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success = false;
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// See if user requested other than the default
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if ( Q_stricmp( requestedsky, "sky_urb01" ) )
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{
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// Try the default
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skyname.SetValue( "sky_urb01" );
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// See if we could load that one now
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if ( R_LoadNamedSkys( skyname.GetString() ) )
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{
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ConDMsg( "Unable to load sky %s, but successfully loaded %s\n", requestedsky, skyname.GetString() );
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success = true;
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}
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}
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}
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if ( !success )
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{
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ConDMsg( "Unable to load sky %s\n", requestedsky );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#pragma warning (disable : 4701)
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void MakeSkyVec( float s, float t, int axis, float zFar, Vector& position, Vector2D &texCoord )
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{
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Vector v, b;
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int j, k;
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float width;
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width = zFar * SQRT3INV;
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if ( s < -1 )
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s = -1;
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else if ( s > 1 )
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s = 1;
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if ( t < -1 )
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t = -1;
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else if ( t > 1 )
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t = 1;
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b[0] = s*width;
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b[1] = t*width;
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b[2] = width;
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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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v[j] = -b[-k - 1];
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else
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v[j] = b[k - 1];
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v[j] += CurrentViewOrigin()[j];
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}
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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 < 1.0/512)
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s = 1.0/512;
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else if (s > 511.0/512)
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s = 511.0/512;
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if (t < 1.0/512)
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t = 1.0/512;
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else if (t > 511.0/512)
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t = 511.0/512;
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t = 1.0 - t;
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VectorCopy( v, position );
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texCoord[0] = s;
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texCoord[1] = t;
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}
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#pragma warning (default : 4701)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void R_DrawSkyBox( float zFar, int nDrawFlags /*= 0x3F*/ )
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{
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VPROF("R_DrawSkyBox");
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tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s %x", __FUNCTION__, nDrawFlags );
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int i;
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Vector normal;
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if ( !r_drawskybox.GetInt() || !mat_loadtextures.GetInt() )
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{
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return;
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}
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CMatRenderContextPtr pRenderContext( materials );
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for (i=0 ; i<6 ; i++, nDrawFlags >>= 1 )
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{
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// Don't draw this panel of the skybox if the flag isn't set:
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if ( !(nDrawFlags & 1) )
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continue;
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VectorCopy( vec3_origin, normal );
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switch( gFakePlaneType[i] )
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{
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case 1:
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normal[0] = 1;
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break;
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case -1:
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normal[0] = -1;
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break;
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case 2:
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normal[1] = 1;
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break;
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case -2:
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normal[1] = -1;
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break;
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case 3:
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normal[2] = 1;
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break;
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case -3:
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normal[2] = -1;
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break;
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}
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// Normals are reversed so looking at face dots to 1.0, looking away from is -1.0
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// Reject backfacing surfaces on the inside of the cube to avoid binding their texture
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// Assuming a 90 fov looking at face is 0 degrees, so reject at 107
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if ( DotProduct( CurrentViewForward(), normal ) < -0.29289f )
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continue;
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Vector positionArray[4];
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Vector2D texCoordArray[4];
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if (skyboxMaterials[skytexorder[i]])
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{
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pRenderContext->Bind( skyboxMaterials[skytexorder[i]] );
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MakeSkyVec( -1.0f, -1.0f, i, zFar, positionArray[0], texCoordArray[0] );
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MakeSkyVec( -1.0f, 1.0f, i, zFar, positionArray[1], texCoordArray[1] );
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MakeSkyVec( 1.0f, 1.0f, i, zFar, positionArray[2], texCoordArray[2] );
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MakeSkyVec( 1.0f, -1.0f, i, zFar, positionArray[3], texCoordArray[3] );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 4, 6 );
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// meshbuilder Begin can fail if dynamic mesh is not available (eg, alt-tabbed away)
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if ( meshBuilder.BaseVertexData() == NULL )
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continue;
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for (int j = 0; j < 4; ++j)
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{
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meshBuilder.Position3fv( positionArray[j].Base() );
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meshBuilder.TexCoord2fv( 0, texCoordArray[j].Base() );
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meshBuilder.AdvanceVertex();
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}
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CIndexBuilder &indexBuilder = meshBuilder;
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indexBuilder.FastQuad( 0 );
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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}
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