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Remove cv_grskydome
This is how GL should've been handling skies all along, no point having an option
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0e78159ea1
commit
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1 changed files with 21 additions and 122 deletions
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@ -78,7 +78,6 @@ consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0,
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consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void CV_filtermode_ONChange(void)
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{
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@ -4543,132 +4542,33 @@ void HWR_DrawSkyBackground(float fpov)
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{
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if (drewsky)
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return;
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if (cv_grskydome.value)
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{
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FTransform dometransform;
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memset(&dometransform, 0x00, sizeof(FTransform));
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FTransform dometransform;
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//04/01/2000: Hurdler: added for T&L
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// It should replace all other gr_viewxxx when finished
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if (!atransform.shearing)
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dometransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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memset(&dometransform, 0x00, sizeof(FTransform));
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dometransform.flip = atransform.flip;
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dometransform.mirror = atransform.mirror;
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dometransform.shearing = atransform.shearing;
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dometransform.viewaiming = atransform.viewaiming;
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//04/01/2000: Hurdler: added for T&L
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// It should replace all other gr_viewxxx when finished
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if (!atransform.shearing)
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dometransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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dometransform.scalex = 1;
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dometransform.scaley = (float)vid.width/vid.height;
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dometransform.scalez = 1;
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dometransform.fovxangle = fpov; // Tails
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dometransform.fovyangle = fpov; // Tails
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dometransform.splitscreen = splitscreen;
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dometransform.flip = atransform.flip;
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dometransform.mirror = atransform.mirror;
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dometransform.shearing = atransform.shearing;
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dometransform.viewaiming = atransform.viewaiming;
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HWR_GetTexture(texturetranslation[skytexture]);
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HWD.pfnSetShader(7); // sky shader
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HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
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HWD.pfnSetShader(0);
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}
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else
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{
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FOutVector v[4];
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angle_t angle;
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float dimensionmultiply;
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float aspectratio;
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float angleturn;
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dometransform.scalex = 1;
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dometransform.scaley = (float)vid.width/vid.height;
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dometransform.scalez = 1;
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dometransform.fovxangle = fpov; // Tails
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dometransform.fovyangle = fpov; // Tails
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dometransform.splitscreen = splitscreen;
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HWR_GetTexture(texturetranslation[skytexture]);
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aspectratio = (float)vid.width/(float)vid.height;
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//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
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// because it's called just after clearing the screen
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// and thus, the near clipping plane is set to 3.99
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// Sryder: Just use the near clipping plane value then
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// 3--2
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// | /|
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// |/ |
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// 0--1
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v[0].x = v[3].x = -ZCLIP_PLANE-1;
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v[1].x = v[2].x = ZCLIP_PLANE+1;
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v[0].y = v[1].y = -ZCLIP_PLANE-1;
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v[2].y = v[3].y = ZCLIP_PLANE+1;
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v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
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// X
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// NOTE: This doesn't work right with texture widths greater than 1024
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// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
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// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
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angle = (viewangle + xtoviewangle[0]);
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
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if (atransform.mirror)
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{
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angle = InvAngle(angle);
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dimensionmultiply *= -1;
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}
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v[0].s = v[3].s = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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v[2].s = v[1].s = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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// Y
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angle = aimingangle;
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
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if (splitscreen == 1)
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{
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dimensionmultiply *= 2;
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angle *= 2;
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}
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// Middle of the sky should always be at angle 0
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// need to keep correct aspect ratio with X
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if (atransform.flip)
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{
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// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
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v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply));
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v[0].t = v[1].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
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}
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else
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{
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v[3].t = v[2].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
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v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply));
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}
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angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
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if (cv_grshearing.value)
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{
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// Doesn't really make sense, but what can I do?
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angle_t dy = FixedAngle(FixedMul(360*FRACUNIT, FixedDiv(AIMINGTODY(aimingangle), 900*FRACUNIT)));
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v[3].t = v[2].t -= ((float) dy / angleturn);
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v[0].t = v[1].t -= ((float) dy / angleturn);
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}
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else
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{
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if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
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{
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angle = InvAngle(angle);
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v[3].t = v[2].t += ((float) angle / angleturn);
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v[0].t = v[1].t += ((float) angle / angleturn);
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}
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else
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{
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v[3].t = v[2].t -= ((float) angle / angleturn);
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v[0].t = v[1].t -= ((float) angle / angleturn);
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}
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}
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HWD.pfnSetShader(7); // sky shader
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HWD.pfnDrawPolygon(NULL, v, 4, 0);
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HWD.pfnSetShader(0);
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}
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HWR_GetTexture(texturetranslation[skytexture]);
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HWD.pfnSetShader(7); // sky shader
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HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
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HWD.pfnSetShader(0);
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}
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@ -4942,7 +4842,6 @@ void HWR_AddCommands(void)
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CV_RegisterVar(&cv_grsolvetjoin);
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CV_RegisterVar(&cv_grbatching);
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CV_RegisterVar(&cv_grskydome);
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}
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// --------------------------------------------------------------------------
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