Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
// gl_warp.c -- sky and water polygons
#include "render_pch.h"
#include "gl_water.h"
#include "zone.h"
#include "gl_model_private.h"
#include "gl_matsysiface.h"
#include "utlvector.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "tier2/tier2.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SQRT3INV (0.57735f) // a little less than 1 / sqrt(3)
static ConVar r_drawskybox( "r_drawskybox", "1", FCVAR_CHEAT );
extern ConVar mat_loadtextures;
static IMaterial *skyboxMaterials[6] = { NULL, NULL, NULL, NULL, NULL, NULL };
static char currentloadedsky[ 128 ] = "";
// 1 = s, 2 = t, 3 = 2048
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]
int skytexorder[6] = {0,2,1,3,4,5};
#define SIGN(d) ((d)<0?-1:1)
static int gFakePlaneType[6] = {1,-1,2,-2,3,-3};
// (This is pasted from vtf.cpp - just for reference. It shows how the faces
// of the engine's skybox are oriented and mapped).
//
// The vert ordering is lower-left, top-left, top-right, bottom-right.
//
// These were constructed for the engine skybox, which looks like this
// (assuming X goes forward, Y goes left, and Z goes up).
//
// 6 ------------- 5
// / /
// / | / |
// / | / |
// 2 ------------- 1 |
// | |
// | |
// | 7 ------|------ 4
// | / | /
// | / | /
// / /
// 3 ------------- 0
//
//int g_skybox_rightFaceVerts[4] = { 7, 6, 5, 4 };
//int g_skybox_leftFaceVerts[4] = { 0, 1, 2, 3 };
//int g_skybox_backFaceVerts[4] = { 3, 2, 6, 7 };
//int g_skybox_frontFaceVerts[4] = { 4, 5, 1, 0 };
//int g_skybox_upFaceVerts[4] = { 6, 2, 1, 5 };
//int g_skybox_downFaceVerts[4] = { 3, 7, 4, 0 };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_UnloadSkys( void )
{
int i;
for ( i = 0; i < 6; i++ )
{
if( skyboxMaterials[i] )
{
skyboxMaterials[ i ]->DecrementReferenceCount();
skyboxMaterials[ i ] = NULL;
}
}
currentloadedsky[0] = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool R_LoadNamedSkys( const char *skyname )
{
char name[ MAX_OSPATH ];
IMaterial *skies[ 6 ];
bool success = true;
char *skyboxsuffix[ 6 ] = { "rt", "bk", "lf", "ft", "up", "dn" };
for ( int i = 0; i < 6; i++ )
{
skies[i] = NULL;
if ( skies[i] == NULL )
{
Q_snprintf( name, sizeof( name ), "skybox/%s%s", skyname, skyboxsuffix[i] );
skies[i] = materials->FindMaterial( name, TEXTURE_GROUP_SKYBOX );
}
if( !IsErrorMaterial( skies[i] ) )
continue;
success = false;
break;
}
if ( !success )
{
return false;
}
// Increment references
for ( int i = 0; i < 6; i++ )
{
// Unload any old skybox
if ( skyboxMaterials[ i ] )
{
skyboxMaterials[ i ]->DecrementReferenceCount();
skyboxMaterials[ i ] = NULL;
}
// Use the new one
assert( skies[ i ] );
skyboxMaterials[i] = skies[ i ];
skyboxMaterials[i]->IncrementReferenceCount();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_LoadSkys( void )
{
const char *pDefault = "sky_urb01";
bool success = true;
static ConVarRef skyname( "sv_skyname" );
if ( !skyname.IsValid() )
{
ConDMsg( "Unable to find skyname ConVar!!!\n" );
return;
}
if ( !stricmp( skyname.GetString(), currentloadedsky ) )
{
// We already loaded this sky!
return;
}
// See if user's sky will work
if ( !R_LoadNamedSkys( skyname.GetString() ) )
{
// Assume failure
success = false;
// Try loading the default (if not already requested)
if ( Q_stricmp( skyname.GetString(), pDefault ) && R_LoadNamedSkys( pDefault ) )
{
ConDMsg( "Unable to load sky %s, but successfully loaded %s\n", skyname.GetString(), pDefault );
skyname.SetValue( pDefault );
success = true;
}
}
Q_strncpy( currentloadedsky, skyname.GetString(), sizeof( currentloadedsky ) );
if ( !success )
{
ConDMsg( "Unable to load sky %s\n", skyname.GetString() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#pragma warning (disable : 4701)
void MakeSkyVec( float s, float t, int axis, float zFar, Vector& position, Vector2D &texCoord )
{
Vector v, b;
int j, k;
float width;
static float flScale = SQRT3INV;
width = zFar * flScale;
if ( s < -1 )
s = -1;
else if ( s > 1 )
s = 1;
if ( t < -1 )
t = -1;
else if ( t > 1 )
t = 1;
b[0] = s*width;
b[1] = t*width;
b[2] = width;
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];
v[j] += CurrentViewOrigin()[j];
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
// AV - I'm commenting this out since our skyboxes aren't 512x512 and we don't
// modify the textures to deal with the border seam fixup correctly.
// The code below was causing seams in the skyboxes.
/*
if (s < 1.0/512)
s = 1.0/512;
else if (s > 511.0/512)
s = 511.0/512;
if (t < 1.0/512)
t = 1.0/512;
else if (t > 511.0/512)
t = 511.0/512;
*/
t = 1.0 - t;
VectorCopy( v, position );
texCoord[0] = s;
texCoord[1] = t;
}
#pragma warning (default : 4701)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void R_DrawSkyBox( float zFar, int nDrawFlags /*= 0x3F*/ )
{
VPROF("R_DrawSkyBox");
int i;
Vector normal;
if ( !r_drawskybox.GetInt() || !mat_loadtextures.GetInt() )
{
return;
}
// Check whether the skybox textures have changed
R_LoadSkys();
CMatRenderContextPtr pRenderContext( materials );
for (i=0 ; i<6 ; i++, nDrawFlags >>= 1 )
{
// Don't draw this panel of the skybox if the flag isn't set:
if ( !(nDrawFlags & 1) )
continue;
VectorCopy( vec3_origin, normal );
switch( gFakePlaneType[i] )
{
case 1:
normal[0] = 1;
break;
case -1:
normal[0] = -1;
break;
case 2:
normal[1] = 1;
break;
case -2:
normal[1] = -1;
break;
case 3:
normal[2] = 1;
break;
case -3:
normal[2] = -1;
break;
}
// Normals are reversed so looking at face dots to 1.0, looking away from is -1.0
// Reject backfacing surfaces on the inside of the cube to avoid binding their texture
// Assuming a 90 fov looking at face is 0 degrees, so reject at 107
// AV - Disabling this since it doesn't work in L4D and doesn't really buy us any perf
//if ( DotProduct( CurrentViewForward(), normal ) < -0.29289f )
// continue;
Vector positionArray[4];
Vector2D texCoordArray[4];
if (skyboxMaterials[skytexorder[i]])
{
pRenderContext->Bind( skyboxMaterials[skytexorder[i]] );
MakeSkyVec( -1.0f, -1.0f, i, zFar, positionArray[0], texCoordArray[0] );
MakeSkyVec( -1.0f, 1.0f, i, zFar, positionArray[1], texCoordArray[1] );
MakeSkyVec( 1.0f, 1.0f, i, zFar, positionArray[2], texCoordArray[2] );
MakeSkyVec( 1.0f, -1.0f, i, zFar, positionArray[3], texCoordArray[3] );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
for (int j = 0; j < 4; ++j)
{
meshBuilder.Position3fv( positionArray[j].Base() );
meshBuilder.TexCoord2fv( 0, texCoordArray[j].Base() );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
}