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ref: gl: turn magic skybox numbers into defined macros
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@ -105,6 +105,9 @@ extern poolhandle_t r_temppool;
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#define HACKS_RELATED_HLMODS // some HL-mods works differently under Xash and can't be fixed without some hacks at least at current time
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#define SKYBOX_BASE_NUM 5800 // set skybox base (to let some mods load hi-res skyboxes)
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#define SKYBOX_MAX_SIDES 6 // box can only have 6 sides
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typedef struct gltexture_s
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{
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char name[256]; // game path, including extension (can be store image programs)
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@ -181,8 +184,8 @@ typedef struct
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int cached_contents; // in water
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int cached_waterlevel; // was in water
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float skyMins[2][6];
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float skyMaxs[2][6];
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float skyMins[2][SKYBOX_MAX_SIDES];
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float skyMaxs[2][SKYBOX_MAX_SIDES];
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matrix4x4 objectMatrix; // currententity matrix
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matrix4x4 worldviewMatrix; // modelview for world
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@ -217,7 +220,7 @@ typedef struct
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int alphaskyTexture; // quake1 alpha-sky layer
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int lightmapTextures[MAX_LIGHTMAPS];
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int dlightTexture; // custom dlight texture
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int skyboxTextures[6]; // skybox sides
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int skyboxTextures[SKYBOX_MAX_SIDES]; // skybox sides
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int cinTexture; // cinematic texture
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int skytexturenum; // this not a gl_texturenum!
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@ -71,7 +71,7 @@ static qboolean CheckSkybox( const char *name, char out[6][MAX_STRING] )
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{
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// check HL-style skyboxes
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num_checked_sides = 0;
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for( j = 0; j < 6; j++ )
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for( j = 0; j < SKYBOX_MAX_SIDES; j++ )
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{
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// build side name
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Q_snprintf( sidename, sizeof( sidename ), "%s%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
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@ -87,7 +87,7 @@ static qboolean CheckSkybox( const char *name, char out[6][MAX_STRING] )
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// check Q1-style skyboxes
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num_checked_sides = 0;
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for( j = 0; j < 6; j++ )
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for( j = 0; j < SKYBOX_MAX_SIDES; j++ )
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{
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// build side name
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Q_snprintf( sidename, sizeof( sidename ), "%s_%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
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@ -294,7 +294,7 @@ void R_ClearSkyBox( 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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for( i = 0; i < SKYBOX_MAX_SIDES; i++ )
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{
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RI.skyMins[0][i] = RI.skyMins[1][i] = 9999999.0f;
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RI.skyMaxs[0][i] = RI.skyMaxs[1][i] = -9999999.0f;
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@ -348,13 +348,13 @@ void R_UnloadSkybox( void )
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int i;
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// release old skybox
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for( i = 0; i < 6; i++ )
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for( i = 0; i < SKYBOX_MAX_SIDES; i++ )
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{
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if( !tr.skyboxTextures[i] ) continue;
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GL_FreeTexture( tr.skyboxTextures[i] );
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}
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tr.skyboxbasenum = 5800; // set skybox base (to let some mods load hi-res skyboxes)
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tr.skyboxbasenum = SKYBOX_BASE_NUM; // set skybox base (to let some mods load hi-res skyboxes)
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memset( tr.skyboxTextures, 0, sizeof( tr.skyboxTextures ));
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tr.fCustomSkybox = false;
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@ -381,7 +381,7 @@ void R_DrawSkyBox( void )
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pglDisable( GL_ALPHA_TEST );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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for( i = 0; i < 6; i++ )
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for( i = 0; i < SKYBOX_MAX_SIDES; i++ )
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{
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if( RI.skyMins[0][i] >= RI.skyMaxs[0][i] || RI.skyMins[1][i] >= RI.skyMaxs[1][i] )
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continue;
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@ -447,7 +447,7 @@ void R_SetupSky( const char *skyboxname )
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R_UnloadSkybox();
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gEngfuncs.Con_DPrintf( "SKY: " );
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for( i = 0; i < 6; i++ )
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for( i = 0; i < SKYBOX_MAX_SIDES; i++ )
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{
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tr.skyboxTextures[i] = GL_LoadTexture( sidenames[i], NULL, 0, TF_CLAMP|TF_SKY );
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@ -632,7 +632,7 @@ void R_DrawClouds( void )
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pglDepthFunc( GL_GEQUAL );
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pglDepthMask( GL_FALSE );
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for( i = 0; i < 6; i++ )
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for( i = 0; i < SKYBOX_MAX_SIDES; i++ )
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{
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if( RI.skyMins[0][i] >= RI.skyMaxs[0][i] || RI.skyMins[1][i] >= RI.skyMaxs[1][i] )
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continue;
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