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diff --git a/src/jake2/render/common/Warp.java b/src/jake2/render/common/Warp.java
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+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+// Created on 20.08.2006 by RST.
+// $Id: Warp.java,v 1.1 2006-10-31 13:06:32 salomo Exp $
+
+package jake2.render.common;
+
+
+import net.java.games.jogl.GL;
+import jake2.Defines;
+import jake2.Globals;
+import jake2.qcommon.Com;
+import jake2.render.*;
+import jake2.util.Math3D;
+import jake2.util.Vec3Cache;
+
+
+public abstract class Warp extends Surf {
+ // warpsin.h
+ public static final float[] SIN = { 0f, 0.19633f, 0.392541f, 0.588517f,
+ 0.784137f, 0.979285f, 1.17384f, 1.3677f, 1.56072f, 1.75281f,
+ 1.94384f, 2.1337f, 2.32228f, 2.50945f, 2.69512f, 2.87916f,
+ 3.06147f, 3.24193f, 3.42044f, 3.59689f, 3.77117f, 3.94319f,
+ 4.11282f, 4.27998f, 4.44456f, 4.60647f, 4.76559f, 4.92185f,
+ 5.07515f, 5.22538f, 5.37247f, 5.51632f, 5.65685f, 5.79398f,
+ 5.92761f, 6.05767f, 6.18408f, 6.30677f, 6.42566f, 6.54068f,
+ 6.65176f, 6.75883f, 6.86183f, 6.9607f, 7.05537f, 7.14579f,
+ 7.23191f, 7.31368f, 7.39104f, 7.46394f, 7.53235f, 7.59623f,
+ 7.65552f, 7.71021f, 7.76025f, 7.80562f, 7.84628f, 7.88222f,
+ 7.91341f, 7.93984f, 7.96148f, 7.97832f, 7.99036f, 7.99759f, 8f,
+ 7.99759f, 7.99036f, 7.97832f, 7.96148f, 7.93984f, 7.91341f,
+ 7.88222f, 7.84628f, 7.80562f, 7.76025f, 7.71021f, 7.65552f,
+ 7.59623f, 7.53235f, 7.46394f, 7.39104f, 7.31368f, 7.23191f,
+ 7.14579f, 7.05537f, 6.9607f, 6.86183f, 6.75883f, 6.65176f,
+ 6.54068f, 6.42566f, 6.30677f, 6.18408f, 6.05767f, 5.92761f,
+ 5.79398f, 5.65685f, 5.51632f, 5.37247f, 5.22538f, 5.07515f,
+ 4.92185f, 4.76559f, 4.60647f, 4.44456f, 4.27998f, 4.11282f,
+ 3.94319f, 3.77117f, 3.59689f, 3.42044f, 3.24193f, 3.06147f,
+ 2.87916f, 2.69512f, 2.50945f, 2.32228f, 2.1337f, 1.94384f,
+ 1.75281f, 1.56072f, 1.3677f, 1.17384f, 0.979285f, 0.784137f,
+ 0.588517f, 0.392541f, 0.19633f, 9.79717e-16f, -0.19633f,
+ -0.392541f, -0.588517f, -0.784137f, -0.979285f, -1.17384f,
+ -1.3677f, -1.56072f, -1.75281f, -1.94384f, -2.1337f, -2.32228f,
+ -2.50945f, -2.69512f, -2.87916f, -3.06147f, -3.24193f, -3.42044f,
+ -3.59689f, -3.77117f, -3.94319f, -4.11282f, -4.27998f, -4.44456f,
+ -4.60647f, -4.76559f, -4.92185f, -5.07515f, -5.22538f, -5.37247f,
+ -5.51632f, -5.65685f, -5.79398f, -5.92761f, -6.05767f, -6.18408f,
+ -6.30677f, -6.42566f, -6.54068f, -6.65176f, -6.75883f, -6.86183f,
+ -6.9607f, -7.05537f, -7.14579f, -7.23191f, -7.31368f, -7.39104f,
+ -7.46394f, -7.53235f, -7.59623f, -7.65552f, -7.71021f, -7.76025f,
+ -7.80562f, -7.84628f, -7.88222f, -7.91341f, -7.93984f, -7.96148f,
+ -7.97832f, -7.99036f, -7.99759f, -8f, -7.99759f, -7.99036f,
+ -7.97832f, -7.96148f, -7.93984f, -7.91341f, -7.88222f, -7.84628f,
+ -7.80562f, -7.76025f, -7.71021f, -7.65552f, -7.59623f, -7.53235f,
+ -7.46394f, -7.39104f, -7.31368f, -7.23191f, -7.14579f, -7.05537f,
+ -6.9607f, -6.86183f, -6.75883f, -6.65176f, -6.54068f, -6.42566f,
+ -6.30677f, -6.18408f, -6.05767f, -5.92761f, -5.79398f, -5.65685f,
+ -5.51632f, -5.37247f, -5.22538f, -5.07515f, -4.92185f, -4.76559f,
+ -4.60647f, -4.44456f, -4.27998f, -4.11282f, -3.94319f, -3.77117f,
+ -3.59689f, -3.42044f, -3.24193f, -3.06147f, -2.87916f, -2.69512f,
+ -2.50945f, -2.32228f, -2.1337f, -1.94384f, -1.75281f, -1.56072f,
+ -1.3677f, -1.17384f, -0.979285f, -0.784137f, -0.588517f,
+ -0.392541f, -0.19633f };
+
+ String skyname;
+
+ protected float skyrotate;
+
+ protected float[] skyaxis = { 0, 0, 0 };
+
+ protected image_t[] sky_images = new image_t[6];
+
+ protected msurface_t warpface;
+
+ protected static final int SUBDIVIDE_SIZE = 64;
+
+ /**
+ * BoundPoly
+ *
+ */
+ protected void BoundPoly(int numverts, float[][] verts, float[] mins, float[] maxs) {
+ mins[0] = mins[1] = mins[2] = 9999;
+ maxs[0] = maxs[1] = maxs[2] = -9999;
+
+ int j;
+ float[] v;
+ for (int i = 0; i < numverts; i++) {
+ v = verts[i];
+ for (j = 0; j < 3; j++) {
+ if (v[j] < mins[j])
+ mins[j] = v[j];
+ if (v[j] > maxs[j])
+ maxs[j] = v[j];
+ }
+ }
+ }
+
+ /**
+ * SubdividePolygon
+ *
+ */
+ protected void SubdividePolygon(int numverts, float[][] verts) {
+ int i, j, k;
+ float m;
+ float[][] front = new float[64][3];
+ float[][] back = new float[64][3];
+
+ int f, b;
+ float[] dist = new float[64];
+ float frac;
+
+ if (numverts > 60)
+ Com.Error(Defines.ERR_DROP, "numverts = " + numverts);
+
+ float[] mins = Vec3Cache.get();
+ float[] maxs = Vec3Cache.get();
+
+ BoundPoly(numverts, verts, mins, maxs);
+ float[] v;
+ // x,y und z
+ for (i = 0; i < 3; i++) {
+ m = (mins[i] + maxs[i]) * 0.5f;
+ m = SUBDIVIDE_SIZE * (float) Math.floor(m / SUBDIVIDE_SIZE + 0.5f);
+ if (maxs[i] - m < 8)
+ continue;
+ if (m - mins[i] < 8)
+ continue;
+
+ // cut it
+ for (j = 0; j < numverts; j++) {
+ dist[j] = verts[j][i] - m;
+ }
+
+ // wrap cases
+ dist[j] = dist[0];
+
+ Math3D.VectorCopy(verts[0], verts[numverts]);
+
+ f = b = 0;
+ for (j = 0; j < numverts; j++) {
+ v = verts[j];
+ if (dist[j] >= 0) {
+ Math3D.VectorCopy(v, front[f]);
+ f++;
+ }
+ if (dist[j] <= 0) {
+ Math3D.VectorCopy(v, back[b]);
+ b++;
+ }
+ if (dist[j] == 0 || dist[j + 1] == 0)
+ continue;
+
+ if ((dist[j] > 0) != (dist[j + 1] > 0)) {
+ // clip point
+ frac = dist[j] / (dist[j] - dist[j + 1]);
+ for (k = 0; k < 3; k++)
+ front[f][k] = back[b][k] = v[k] + frac
+ * (verts[j + 1][k] - v[k]);
+
+ f++;
+ b++;
+ }
+ }
+
+ SubdividePolygon(f, front);
+ SubdividePolygon(b, back);
+
+ Vec3Cache.release(2); // mins, maxs
+ return;
+ }
+
+ Vec3Cache.release(2); // mins, maxs
+
+ // add a point in the center to help keep warp valid
+
+ // wird im Konstruktor erschlagen
+ // poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) *
+ // VERTEXSIZE*sizeof(float));
+
+ // init polys
+ glpoly_t poly = Polygon.create(numverts + 2);
+
+ poly.next = warpface.polys;
+ warpface.polys = poly;
+
+ float[] total = Vec3Cache.get();
+ Math3D.VectorClear(total);
+ float total_s = 0;
+ float total_t = 0;
+ float s, t;
+ for (i = 0; i < numverts; i++) {
+ poly.x(i + 1, verts[i][0]);
+ poly.y(i + 1, verts[i][1]);
+ poly.z(i + 1, verts[i][2]);
+ s = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[0]);
+ t = Math3D.DotProduct(verts[i], warpface.texinfo.vecs[1]);
+
+ total_s += s;
+ total_t += t;
+ Math3D.VectorAdd(total, verts[i], total);
+
+ poly.s1(i + 1, s);
+ poly.t1(i + 1, t);
+ }
+
+ float scale = 1.0f / numverts;
+ poly.x(0, total[0] * scale);
+ poly.y(0, total[1] * scale);
+ poly.z(0, total[2] * scale);
+ poly.s1(0, total_s * scale);
+ poly.t1(0, total_t * scale);
+
+ poly.x(i + 1, poly.x(1));
+ poly.y(i + 1, poly.y(1));
+ poly.z(i + 1, poly.z(1));
+ poly.s1(i + 1, poly.s1(1));
+ poly.t1(i + 1, poly.t1(1));
+ poly.s2(i + 1, poly.s2(1));
+ poly.t2(i + 1, poly.t2(1));
+
+ Vec3Cache.release(); // total
+ }
+
+ private final float[][] tmpVerts = new float[64][3];
+
+ /**
+ * GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so
+ * that turbulent and sky warps can be done reasonably.
+ */
+ protected void GL_SubdivideSurface(msurface_t fa) {
+ float[][] verts = tmpVerts;
+ float[] vec;
+ warpface = fa;
+ //
+ // convert edges back to a normal polygon
+ //
+ int numverts = 0;
+ for (int i = 0; i < fa.numedges; i++) {
+ int lindex = loadmodel.surfedges[fa.firstedge + i];
+
+ if (lindex > 0)
+ vec = loadmodel.vertexes[loadmodel.edges[lindex].v[0]].position;
+ else
+ vec = loadmodel.vertexes[loadmodel.edges[-lindex].v[1]].position;
+ Math3D.VectorCopy(vec, verts[numverts]);
+ numverts++;
+ }
+ SubdividePolygon(numverts, verts);
+ }
+
+ protected static final float TURBSCALE = (float) (256.0f / (2 * Math.PI));
+
+ float[][] skyclip = { { 1, 1, 0 }, { 1, -1, 0 }, { 0, -1, 1 }, { 0, 1, 1 }, { 1, 0, 1 }, { -1, 0, 1 } };
+
+ protected int c_sky;
+
+ // 1 = s, 2 = t, 3 = 2048
+ protected int[][] st_to_vec = {
+ { 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
+ };
+
+ protected int[][] vec_to_st = {
+ { -2, 3, 1 }, { 2, 3, -1 },
+ { 1, 3, 2 }, { -1, 3, -2 },
+ { -2, -1, 3 }, { -2, 1, -3 }
+ };
+
+ protected float[][] skymins = new float[2][6];
+
+ protected float[][] skymaxs = new float[2][6];
+
+ protected float sky_min, sky_max;
+
+ protected static final float ON_EPSILON = 0.1f; // point on plane side epsilon
+
+ protected static final int MAX_CLIP_VERTS = 64;
+
+ protected static final int SIDE_BACK = 1;
+
+ protected static final int SIDE_FRONT = 0;
+
+ protected static final int SIDE_ON = 2;
+
+ protected float[] dists = new float[MAX_CLIP_VERTS];
+
+ protected int[] sides = new int[MAX_CLIP_VERTS];
+
+ protected float[][][][] newv = new float[6][2][MAX_CLIP_VERTS][3];
+
+ /**
+ * ClipSkyPolygon
+ *
+ * @param nump
+ * @param vecs
+ * @param stage
+ */
+ protected void ClipSkyPolygon(int nump, float[][] vecs, int stage) {
+ if (nump > MAX_CLIP_VERTS - 2)
+ Com.Error(Defines.ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
+ if (stage == 6) { // fully clipped, so draw it
+ DrawSkyPolygon(nump, vecs);
+ return;
+ }
+
+ boolean front = false;
+ boolean back = false;
+ float[] norm = skyclip[stage];
+
+ int i;
+ float d;
+ for (i = 0; i < nump; i++) {
+ d = Math3D.DotProduct(vecs[i], norm);
+ if (d > ON_EPSILON) {
+ front = true;
+ sides[i] = SIDE_FRONT;
+ } else if (d < -ON_EPSILON) {
+ back = true;
+ sides[i] = SIDE_BACK;
+ } else
+ sides[i] = SIDE_ON;
+ dists[i] = d;
+ }
+
+ if (!front || !back) { // not clipped
+ ClipSkyPolygon(nump, vecs, stage + 1);
+ return;
+ }
+
+ // clip it
+ sides[i] = sides[0];
+ dists[i] = dists[0];
+ Math3D.VectorCopy(vecs[0], vecs[i]);
+
+ int newc0 = 0;
+ int newc1 = 0;
+ float[] v;
+ float e;
+ int j;
+ for (i = 0; i < nump; i++) {
+ v = vecs[i];
+ switch (sides[i]) {
+ case SIDE_FRONT:
+ Math3D.VectorCopy(v, newv[stage][0][newc0]);
+ newc0++;
+ break;
+ case SIDE_BACK:
+ Math3D.VectorCopy(v, newv[stage][1][newc1]);
+ newc1++;
+ break;
+ case SIDE_ON:
+ Math3D.VectorCopy(v, newv[stage][0][newc0]);
+ newc0++;
+ Math3D.VectorCopy(v, newv[stage][1][newc1]);
+ newc1++;
+ break;
+ }
+
+ if (sides[i] == SIDE_ON || sides[i + 1] == SIDE_ON
+ || sides[i + 1] == sides[i])
+ continue;
+
+ d = dists[i] / (dists[i] - dists[i + 1]);
+ for (j = 0; j < 3; j++) {
+ e = v[j] + d * (vecs[i + 1][j] - v[j]);
+ newv[stage][0][newc0][j] = e;
+ newv[stage][1][newc1][j] = e;
+ }
+ newc0++;
+ newc1++;
+ }
+
+ // continue
+ ClipSkyPolygon(newc0, newv[stage][0], stage + 1);
+ ClipSkyPolygon(newc1, newv[stage][1], stage + 1);
+ }
+
+ protected float[][] verts = new float[MAX_CLIP_VERTS][3];
+
+
+
+ // stack variable
+ private final float[] v = { 0, 0, 0 };
+
+ private final float[] av = { 0, 0, 0 };
+
+ /**
+ * DrawSkyPolygon
+ *
+ */
+ protected void DrawSkyPolygon(int nump, float[][] vecs) {
+ c_sky++;
+ // decide which face it maps to
+ Math3D.VectorCopy(Globals.vec3_origin, v);
+ int i, axis;
+ for (i = 0; i < nump; i++) {
+ Math3D.VectorAdd(vecs[i], v, v);
+ }
+ av[0] = Math.abs(v[0]);
+ av[1] = Math.abs(v[1]);
+ av[2] = Math.abs(v[2]);
+ if (av[0] > av[1] && av[0] > av[2]) {
+ if (v[0] < 0)
+ axis = 1;
+ else
+ axis = 0;
+ } else if (av[1] > av[2] && av[1] > av[0]) {
+ if (v[1] < 0)
+ axis = 3;
+ else
+ axis = 2;
+ } else {
+ if (v[2] < 0)
+ axis = 5;
+ else
+ axis = 4;
+ }
+
+ // project new texture coords
+ float s, t, dv;
+ int j;
+ for (i = 0; i < nump; i++) {
+ j = vec_to_st[axis][2];
+ if (j > 0)
+ dv = vecs[i][j - 1];
+ else
+ dv = -vecs[i][-j - 1];
+ if (dv < 0.001f)
+ continue; // don't divide by zero
+ j = vec_to_st[axis][0];
+ if (j < 0)
+ s = -vecs[i][-j - 1] / dv;
+ else
+ s = vecs[i][j - 1] / dv;
+ j = vec_to_st[axis][1];
+ if (j < 0)
+ t = -vecs[i][-j - 1] / dv;
+ else
+ t = vecs[i][j - 1] / dv;
+
+ if (s < skymins[0][axis])
+ skymins[0][axis] = s;
+ if (t < skymins[1][axis])
+ skymins[1][axis] = t;
+ if (s > skymaxs[0][axis])
+ skymaxs[0][axis] = s;
+ if (t > skymaxs[1][axis])
+ skymaxs[1][axis] = t;
+ }
+ }
+
+ /**
+ * R_AddSkySurface
+ */
+ protected void R_AddSkySurface(msurface_t fa) {
+ // calculate vertex values for sky box
+ for (glpoly_t p = fa.polys; p != null; p = p.next) {
+ for (int i = 0; i < p.numverts; i++) {
+ verts[i][0] = p.x(i) - r_origin[0];
+ verts[i][1] = p.y(i) - r_origin[1];
+ verts[i][2] = p.z(i) - r_origin[2];
+ }
+ ClipSkyPolygon(p.numverts, verts, 0);
+ }
+ }
+
+ /**
+ * R_ClearSkyBox
+ */
+ protected void R_ClearSkyBox() {
+ float[] skymins0 = skymins[0];
+ float[] skymins1 = skymins[1];
+ float[] skymaxs0 = skymaxs[0];
+ float[] skymaxs1 = skymaxs[1];
+
+ for (int i = 0; i < 6; i++) {
+ skymins0[i] = skymins1[i] = 9999;
+ skymaxs0[i] = skymaxs1[i] = -9999;
+ }
+ }
+
+
+ protected int[] skytexorder = { 0, 2, 1, 3, 4, 5 };
+
+ // 3dstudio environment map names
+ protected String[] suf = { "rt", "bk", "lf", "ft", "up", "dn" };
+
+ /**
+ * R_SetSky
+ *
+ */
+ protected void R_SetSky(String name, float rotate, float[] axis) {
+ assert (axis.length == 3) : "vec3_t bug";
+ String pathname;
+ skyname = name;
+
+ skyrotate = rotate;
+ Math3D.VectorCopy(axis, skyaxis);
+
+ for (int i = 0; i < 6; i++) {
+ // chop down rotating skies for less memory
+ if (gl_skymip.value != 0 || skyrotate != 0)
+ gl_picmip.value++;
+
+ if (qglColorTableEXT && gl_ext_palettedtexture.value != 0) {
+ // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx",
+ // skyname, suf[i]);
+ pathname = "env/" + skyname + suf[i] + ".pcx";
+ } else {
+ // Com_sprintf (pathname, sizeof(pathname), "env/%s%s.tga",
+ // skyname, suf[i]);
+ pathname = "env/" + skyname + suf[i] + ".tga";
+ }
+
+ sky_images[i] = GL_FindImage(pathname, Base.it_sky);
+
+ if (sky_images[i] == null)
+ sky_images[i] = r_notexture;
+
+ if (gl_skymip.value != 0 || skyrotate != 0) { // take less memory
+ gl_picmip.value--;
+ sky_min = 1.0f / 256;
+ sky_max = 255.0f / 256;
+ } else {
+ sky_min = 1.0f / 512;
+ sky_max = 511.0f / 512;
+ }
+ }
+ }
+
+ /**
+ * EmitWaterPolys -
+ * Does a water warp on the pre-fragmented glpoly_t chain.
+ */
+ public void EmitWaterPolys(msurface_t fa) {
+ glpoly_t p, bp;
+ float s = 0;
+ float t = 0;
+ float os, ot;
+ float scroll;
+ float rdt = r_newrefdef.time;
+
+ if ((fa.texinfo.flags & Defines.SURF_FLOWING) != 0)
+ scroll = -64 * ((r_newrefdef.time * 0.5f) - (int) (r_newrefdef.time * 0.5f));
+ else
+ scroll = 0;
+
+ for (bp = fa.polys; bp != null; bp = bp.next) {
+ p = bp;
+
+ ggl.glBegin(ggl.GL_TRIANGLE_FAN);
+ for (int i = 0; i < p.numverts; i++) {
+ os = p.s1(i);
+ ot = p.t1(i);
+
+ s = os + Warp.SIN[(int) ((ot * 0.125f + r_newrefdef.time) * TURBSCALE) & 255];
+ s += scroll;
+ s *= (1.0f / 64);
+
+ t = ot + Warp.SIN[(int) ((os * 0.125f + rdt) * TURBSCALE) & 255];
+ t *= (1.0f / 64);
+
+ ggl.glTexCoord2f(s, t);
+ ggl.glVertex3f(p.x(i), p.y(i), p.z(i));
+ }
+ ggl.glEnd();
+ }
+ }
+
+ // stack variable
+ private final float[] v1 = {0, 0, 0};
+ private final float[] b = {0, 0, 0};
+ /**
+ * MakeSkyVec
+ * @param s
+ * @param t
+ * @param axis
+ */
+ protected void MakeSkyVec(float s, float t, int axis)
+ {
+ b[0] = s*2300;
+ b[1] = t*2300;
+ b[2] = 2300;
+
+ int j, k;
+ for (j=0 ; j<3 ; j++)
+ {
+ k = st_to_vec[axis][j];
+ if (k < 0)
+ v1[j] = -b[-k - 1];
+ else
+ v1[j] = b[k - 1];
+ }
+
+ // avoid bilerp seam
+ s = (s + 1) * 0.5f;
+ t = (t + 1) * 0.5f;
+
+ if (s < sky_min)
+ s = sky_min;
+ else if (s > sky_max)
+ s = sky_max;
+ if (t < sky_min)
+ t = sky_min;
+ else if (t > sky_max)
+ t = sky_max;
+
+ t = 1.0f - t;
+ ggl.glTexCoord2f (s, t);
+ ggl.glVertex3f(v1[0], v1[1], v1[2]);
+ }
+
+ /*
+ * ============== R_DrawSkyBox ==============
+ */
+ protected void R_DrawSkyBox() {
+ int i;
+
+ if (skyrotate != 0) { // check for no sky at all
+ for (i = 0; i < 6; i++)
+ if (skymins[0][i] < skymaxs[0][i]
+ && skymins[1][i] < skymaxs[1][i])
+ break;
+ if (i == 6)
+ return; // nothing visible
+ }
+
+ ggl.glPushMatrix();
+ ggl.glTranslatef(r_origin[0], r_origin[1], r_origin[2]);
+ ggl.glRotatef(r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1],
+ skyaxis[2]);
+
+ for (i = 0; i < 6; i++) {
+ if (skyrotate != 0) { // hack, forces full sky to draw when rotating
+ skymins[0][i] = -1;
+ skymins[1][i] = -1;
+ skymaxs[0][i] = 1;
+ skymaxs[1][i] = 1;
+ }
+
+ if (skymins[0][i] >= skymaxs[0][i]
+ || skymins[1][i] >= skymaxs[1][i])
+ continue;
+
+ GL_Bind(sky_images[skytexorder[i]].texnum);
+
+ ggl.glBegin(GL.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);
+ ggl.glEnd();
+ }
+ ggl.glPopMatrix();
+ }
+}