Class: Quake::Renderer::GLSky
- Inherits:
-
Object
- Object
- Quake::Renderer::GLSky
- Includes:
- GLWarpSubdivision
- Defined in:
- lib/quake/renderer/gl_sky.rb
Overview
Renders Quake sky using the two-layer scrolling technique. Sky textures are 256x128, split into:
- Right half (128x128): solid background layer
- Left half (128x128): alpha foreground layer (index 0 = transparent)
Constant Summary
Constants included from GLWarpSubdivision
Quake::Renderer::GLWarpSubdivision::SUBDIVIDE_SIZE
Instance Method Summary collapse
-
#initialize(level, palette, texture_manager) ⇒ GLSky
constructor
A new instance of GLSky.
- #render(camera, visible_face_set: nil) ⇒ Object
- #update(dt) ⇒ Object
Constructor Details
#initialize(level, palette, texture_manager) ⇒ GLSky
Returns a new instance of GLSky.
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# File 'lib/quake/renderer/gl_sky.rb', line 15 def initialize(level, palette, texture_manager) @level = level @palette = palette @texture_manager = texture_manager @sky_surfaces = [] @solid_tex = nil @alpha_tex = nil @time = 0.0 find_sky_texture precompute_sky_surfaces end |
Instance Method Details
#render(camera, visible_face_set: nil) ⇒ Object
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# File 'lib/quake/renderer/gl_sky.rb', line 32 def render(camera, visible_face_set: nil) return if @sky_surfaces.empty? || @solid_tex.nil? # Filter to PVS-visible sky surfaces only. Without this, distant # sky polys (e.g. the level's outdoor exit area) draw even when the # camera is enclosed in a cave - and underwater they alpha-blend # through translucent water as bright cloud shapes. visible_surfaces = if visible_face_set @sky_surfaces.select { |s| visible_face_set.include?(s[:face_index]) } else @sky_surfaces end return if visible_surfaces.empty? # Render solid background layer GL.BindTexture(GL::TEXTURE_2D, @solid_tex) speed_scale = @time * 8.0 speed_scale -= speed_scale.floor & ~127 visible_surfaces.each do |surf| GL.Begin(GL::TRIANGLE_FAN) surf[:vertices].each do |v| s, t = sky_texcoord(v, camera.position, speed_scale) GL.TexCoord2f(s, t) GL.Vertex3f(v.x, v.y, v.z) end GL.End end # Render alpha foreground layer with blending GL.Enable(GL::BLEND) GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA) GL.BindTexture(GL::TEXTURE_2D, @alpha_tex) speed_scale2 = @time * 16.0 speed_scale2 -= speed_scale2.floor & ~127 visible_surfaces.each do |surf| GL.Begin(GL::TRIANGLE_FAN) surf[:vertices].each do |v| s, t = sky_texcoord(v, camera.position, speed_scale2) GL.TexCoord2f(s, t) GL.Vertex3f(v.x, v.y, v.z) end GL.End end GL.Disable(GL::BLEND) end |
#update(dt) ⇒ Object
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# File 'lib/quake/renderer/gl_sky.rb', line 28 def update(dt) @time += dt end |