Commit 9aa980a4 authored by havoc's avatar havoc Committed by Rudolf Polzer

Improved r_sky_scissor - scissor box is tighter as it now computes scissor box...

Improved r_sky_scissor - scissor box is tighter as it now computes scissor box for each surface and combines them.

git-svn-id: svn://svn.icculus.org/twilight/trunk/[email protected] d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=f20adec0
parent cba26fc3
......@@ -10529,25 +10529,48 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
const msurface_t *surf = texturesurfacelist[i];
const float *v;
float p[3];
float mins[3], maxs[3];
int scissor[4];
for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
{
Matrix4x4_Transform(&rsurface.matrix, v, p);
if (skyscissor)
if (j > 0)
{
if (skyscissormins[0] > p[0]) skyscissormins[0] = p[0];
if (skyscissormins[1] > p[1]) skyscissormins[1] = p[1];
if (skyscissormins[2] > p[2]) skyscissormins[2] = p[2];
if (skyscissormaxs[0] < p[0]) skyscissormaxs[0] = p[0];
if (skyscissormaxs[1] < p[1]) skyscissormaxs[1] = p[1];
if (skyscissormaxs[2] < p[2]) skyscissormaxs[2] = p[2];
if (mins[0] > p[0]) mins[0] = p[0];
if (mins[1] > p[1]) mins[1] = p[1];
if (mins[2] > p[2]) mins[2] = p[2];
if (maxs[0] < p[0]) maxs[0] = p[0];
if (maxs[1] < p[1]) maxs[1] = p[1];
if (maxs[2] < p[2]) maxs[2] = p[2];
}
else
{
VectorCopy(p, skyscissormins);
VectorCopy(p, skyscissormaxs);
skyscissor = true;
VectorCopy(p, mins);
VectorCopy(p, maxs);
}
}
if (!R_ScissorForBBox(mins, maxs, scissor))
{
if (skyscissor[2])
{
if (skyscissor[0] > scissor[0])
{
skyscissor[2] += skyscissor[0] - scissor[0];
skyscissor[0] = scissor[0];
}
if (skyscissor[1] > scissor[1])
{
skyscissor[3] += skyscissor[1] - scissor[1];
skyscissor[1] = scissor[1];
}
if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
}
else
Vector4Copy(scissor, skyscissor);
}
}
}
......
......@@ -9,9 +9,7 @@ cvar_t r_skyscroll2 = {CVAR_SAVE, "r_skyscroll2", "2", "speed at which lower clo
cvar_t r_sky_scissor = {0, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
int skyrenderlater;
int skyrendermasked;
int skyscissor;
float skyscissormins[3];
float skyscissormaxs[3];
int skyscissor[4];
static int skyrendersphere;
static int skyrenderbox;
......@@ -64,9 +62,7 @@ void R_SkyStartFrame(void)
// for depth-masked sky, we need to know whether any sky was rendered
skyrenderlater = false;
// we can scissor the sky to just the relevant area
skyscissor = false;
VectorClear(skyscissormins);
VectorClear(skyscissormaxs);
Vector4Clear(skyscissor);
if (r_sky.integer)
{
if (skyboxskinframe[0] || skyboxskinframe[1] || skyboxskinframe[2] || skyboxskinframe[3] || skyboxskinframe[4] || skyboxskinframe[5])
......@@ -406,16 +402,15 @@ static void R_SkySphere(void)
void R_Sky(void)
{
int scissor[4];
Matrix4x4_CreateFromQuakeEntity(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, 0, 0, r_refdef.farclip * (0.5f / 16.0f));
Matrix4x4_Invert_Simple(&skyinversematrix, &skymatrix);
if (r_sky_scissor.integer && skyscissor)
if (r_sky_scissor.integer)
{
// compute the scissor, if it's offscreen just return
if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor))
// if the scissor is empty just return
if (skyscissor[2] == 0 || skyscissor[3] == 0)
return;
GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
GL_Scissor(skyscissor[0], skyscissor[1], skyscissor[2], skyscissor[3]);
GL_ScissorTest(true);
}
if (skyrendersphere)
......
......@@ -36,9 +36,7 @@ extern cvar_t r_skyscroll2;
extern cvar_t r_sky_scissor;
extern cvar_t r_q3bsp_renderskydepth;
extern int skyrenderlater, skyrendermasked;
extern int skyscissor;
extern float skyscissormins[3];
extern float skyscissormaxs[3];
extern int skyscissor[4];
int R_SetSkyBox(const char *sky);
void R_SkyStartFrame(void);
void R_Sky(void);
......
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