Sky dome from SRB2

This commit is contained in:
Hannu Hanhi 2020-04-22 00:18:58 +03:00
parent e45295f1ea
commit ce1d017a73
6 changed files with 381 additions and 81 deletions

View file

@ -51,6 +51,8 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model);
EXPORT void HWRAPI(SetTransform) (FTransform *stransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
EXPORT void HWRAPI(FlushScreenTextures) (void);
EXPORT void HWRAPI(StartScreenWipe) (void);
EXPORT void HWRAPI(EndScreenWipe) (void);
@ -111,6 +113,8 @@ struct hwdriver_s
MakeScreenFinalTexture pfnMakeScreenFinalTexture;
DrawScreenFinalTexture pfnDrawScreenFinalTexture;
RenderSkyDome pfnRenderSkyDome;
LoadShaders pfnLoadShaders;
KillShaders pfnKillShaders;
SetShader pfnSetShader;

View file

@ -78,6 +78,7 @@ consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0,
consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static void CV_filtermode_ONChange(void)
{
@ -4513,105 +4514,136 @@ void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
static boolean drewsky = false;
void HWR_DrawSkyBackground(void)
void HWR_DrawSkyBackground(float fpov)
{
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
if (drewsky)
return;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// 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
angle = (viewangle + xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
if (atransform.mirror)
if (cv_grskydome.value)
{
angle = InvAngle(angle);
dimensionmultiply *= -1;
}
FTransform dometransform;
v[0].s = v[3].s = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[2].s = v[1].s = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
memset(&dometransform, 0x00, sizeof(FTransform));
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
if (!atransform.shearing)
dometransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (splitscreen == 1)
{
dimensionmultiply *= 2;
angle *= 2;
}
dometransform.flip = atransform.flip;
dometransform.mirror = atransform.mirror;
dometransform.shearing = atransform.shearing;
dometransform.viewaiming = atransform.viewaiming;
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply));
v[0].t = v[1].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
dometransform.scalex = 1;
dometransform.scaley = (float)vid.width/vid.height;
dometransform.scalez = 1;
dometransform.fovxangle = fpov; // Tails
dometransform.fovyangle = fpov; // Tails
dometransform.splitscreen = splitscreen;
HWR_GetTexture(texturetranslation[skytexture]);
HWD.pfnSetShader(7); // sky shader
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
HWD.pfnSetShader(0);
}
else
{
v[3].t = v[2].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply));
}
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
if (cv_grshearing.value)
{
// Doesn't really make sense, but what can I do?
angle_t dy = FixedAngle(FixedMul(360*FRACUNIT, FixedDiv(AIMINGTODY(aimingangle), 900*FRACUNIT)));
v[3].t = v[2].t -= ((float) dy / angleturn);
v[0].t = v[1].t -= ((float) dy / angleturn);
}
else
{
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
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// 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
angle = (viewangle + xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
if (atransform.mirror)
{
angle = InvAngle(angle);
v[3].t = v[2].t += ((float) angle / angleturn);
v[0].t = v[1].t += ((float) angle / angleturn);
dimensionmultiply *= -1;
}
v[0].s = v[3].s = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[2].s = v[1].s = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen == 1)
{
dimensionmultiply *= 2;
angle *= 2;
}
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply));
v[0].t = v[1].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
}
else
{
v[3].t = v[2].t -= ((float) angle / angleturn);
v[0].t = v[1].t -= ((float) angle / angleturn);
v[3].t = v[2].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply));
}
}
HWD.pfnSetShader(7); // sky shader
HWD.pfnDrawPolygon(NULL, v, 4, 0);
HWD.pfnSetShader(0);
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
if (cv_grshearing.value)
{
// Doesn't really make sense, but what can I do?
angle_t dy = FixedAngle(FixedMul(360*FRACUNIT, FixedDiv(AIMINGTODY(aimingangle), 900*FRACUNIT)));
v[3].t = v[2].t -= ((float) dy / angleturn);
v[0].t = v[1].t -= ((float) dy / angleturn);
}
else
{
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
{
angle = InvAngle(angle);
v[3].t = v[2].t += ((float) angle / angleturn);
v[0].t = v[1].t += ((float) angle / angleturn);
}
else
{
v[3].t = v[2].t -= ((float) angle / angleturn);
v[0].t = v[1].t -= ((float) angle / angleturn);
}
}
HWD.pfnSetShader(7); // sky shader
HWD.pfnDrawPolygon(NULL, v, 4, 0);
HWD.pfnSetShader(0);
}
}
@ -4751,7 +4783,7 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
ST_doPaletteStuff();
// Draw the sky background.
HWR_DrawSkyBackground();
HWR_DrawSkyBackground(fpov);
if (skybox)
drewsky = true;
@ -4885,6 +4917,7 @@ void HWR_AddCommands(void)
CV_RegisterVar(&cv_grsolvetjoin);
CV_RegisterVar(&cv_grbatching);
CV_RegisterVar(&cv_grskydome);
}
// --------------------------------------------------------------------------

View file

@ -103,7 +103,7 @@ void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend
void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor);
void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf);
void HWR_DrawSkyBackground(void);
void HWR_DrawSkyBackground(float fpov);
#ifdef POLYOBJECTS
void HWR_AddPolyObjectSegs(void);

View file

@ -388,6 +388,10 @@ static PFNglMultiTexCoord2fv pglMultiTexCoord2fv;
typedef void (APIENTRY *PFNglClientActiveTexture) (GLenum);
static PFNglClientActiveTexture pglClientActiveTexture;
// sky dome needs this
typedef void (APIENTRY *PFNglColorPointer) (GLint, GLenum, GLsizei, const GLvoid*);
static PFNglColorPointer pglColorPointer;
/* 1.2 Parms */
/* GL_CLAMP_TO_EDGE_EXT */
#ifndef GL_CLAMP_TO_EDGE
@ -756,6 +760,7 @@ void SetupGLFunc4(void)
pglBindBuffer = GetGLFunc("glBindBuffer");
pglBufferData = GetGLFunc("glBufferData");
pglDeleteBuffers = GetGLFunc("glDeleteBuffers");
pglColorPointer = GetGLFunc("glColorPointer");
#ifdef GL_SHADERS
pglCreateShader = GetGLFunc("glCreateShader");
@ -2318,6 +2323,260 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
}
}
// Sky dome code, taken/backported from SRB2
typedef struct vbo_vertex_s
{
float x, y, z;
float u, v;
unsigned char r, g, b, a;
} vbo_vertex_t;
typedef struct
{
int mode;
int vertexcount;
int vertexindex;
int use_texture;
} GLSkyLoopDef;
typedef struct
{
unsigned int id;
int rows, columns;
int loopcount;
GLSkyLoopDef *loops;
vbo_vertex_t *data;
} GLSkyVBO;
static const boolean gl_ext_arb_vertex_buffer_object = true;
#define NULL_VBO_VERTEX ((vbo_vertex_t*)NULL)
#define sky_vbo_x (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->x : &vbo->data[0].x)
#define sky_vbo_u (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->u : &vbo->data[0].u)
#define sky_vbo_r (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->r : &vbo->data[0].r)
// The texture offset to be applied to the texture coordinates in SkyVertex().
static int rows, columns;
static signed char yflip;
static int texw, texh;
static boolean foglayer;
static float delta = 0.0f;
static int gl_sky_detail = 16;
static INT32 lasttex = -1;
#define MAP_COEFF 128.0f
static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
{
const float radians = (float)(M_PIl / 180.0f);
const float scale = 10000.0f;
const float maxSideAngle = 60.0f;
float topAngle = (c / (float)columns * 360.0f);
float sideAngle = (maxSideAngle * (rows - r) / rows);
float height = (float)(sin(sideAngle * radians));
float realRadius = (float)(scale * cos(sideAngle * radians));
float x = (float)(realRadius * cos(topAngle * radians));
float y = (!yflip) ? scale * height : -scale * height;
float z = (float)(realRadius * sin(topAngle * radians));
float timesRepeat = (4 * (256.0f / texw));
if (fpclassify(timesRepeat) == FP_ZERO)
timesRepeat = 1.0f;
if (!foglayer)
{
vbo->r = 255;
vbo->g = 255;
vbo->b = 255;
vbo->a = (r == 0 ? 0 : 255);
// And the texture coordinates.
//vbo->u = (-timesRepeat * c / (float)columns);
vbo->u = (timesRepeat * c / (float)columns);// TEST
if (!yflip) // Flipped Y is for the lower hemisphere.
vbo->v = (r / (float)rows) + 0.5f;
else
vbo->v = 1.0f + ((rows - r) / (float)rows) + 0.5f;
}
if (r != 4)
{
y += 300.0f;
}
// And finally the vertex.
vbo->x = x;
vbo->y = y + delta;
vbo->z = z;
}
static GLSkyVBO sky_vbo;
static void gld_BuildSky(int row_count, int col_count)
{
int c, r;
vbo_vertex_t *vertex_p;
int vertex_count = 2 * row_count * (col_count * 2 + 2) + col_count * 2;
GLSkyVBO *vbo = &sky_vbo;
if ((vbo->columns != col_count) || (vbo->rows != row_count))
{
free(vbo->loops);
free(vbo->data);
memset(vbo, 0, sizeof(&vbo));
}
if (!vbo->data)
{
memset(vbo, 0, sizeof(&vbo));
vbo->loops = malloc((row_count * 2 + 2) * sizeof(vbo->loops[0]));
// create vertex array
vbo->data = malloc(vertex_count * sizeof(vbo->data[0]));
}
vbo->columns = col_count;
vbo->rows = row_count;
vertex_p = &vbo->data[0];
vbo->loopcount = 0;
for (yflip = 0; yflip < 2; yflip++)
{
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_FAN;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
vbo->loops[vbo->loopcount].vertexcount = col_count;
vbo->loops[vbo->loopcount].use_texture = false;
vbo->loopcount++;
delta = 0.0f;
foglayer = true;
for (c = 0; c < col_count; c++)
{
SkyVertex(vertex_p, 1, c);
vertex_p->r = 255;
vertex_p->g = 255;
vertex_p->b = 255;
vertex_p->a = 255;
vertex_p++;
}
foglayer = false;
delta = (yflip ? 5.0f : -5.0f) / MAP_COEFF;
for (r = 0; r < row_count; r++)
{
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_STRIP;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
vbo->loops[vbo->loopcount].vertexcount = 2 * col_count + 2;
vbo->loops[vbo->loopcount].use_texture = true;
vbo->loopcount++;
for (c = 0; c <= col_count; c++)
{
SkyVertex(vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0));
SkyVertex(vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0));
}
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderDome(INT32 skytexture)
{
int i, j;
int vbosize;
GLSkyVBO *vbo = &sky_vbo;
rows = 4;
columns = 4 * gl_sky_detail;
vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
// Build the sky dome! Yes!
if (lasttex != skytexture)
{
// delete VBO when already exists
if (gl_ext_arb_vertex_buffer_object)
{
if (vbo->id)
pglDeleteBuffers(1, &vbo->id);
}
lasttex = skytexture;
gld_BuildSky(rows, columns);
if (gl_ext_arb_vertex_buffer_object)
{
// generate a new VBO and get the associated ID
pglGenBuffers(1, &vbo->id);
// bind VBO in order to use
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// upload data to VBO
pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
}
}
// bind VBO in order to use
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// activate and specify pointers to arrays
pglVertexPointer(3, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_u);
pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vbo->data[0]), sky_vbo_r);
// activate color arrays
pglEnableClientState(GL_COLOR_ARRAY);
// set transforms
pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
for (j = 0; j < 2; j++)
{
for (i = 0; i < vbo->loopcount; i++)
{
GLSkyLoopDef *loop = &vbo->loops[i];
if (j == 0 ? loop->use_texture : !loop->use_texture)
continue;
pglDrawArrays(loop->mode, loop->vertexindex, loop->vertexcount);
}
}
pglScalef(1.0f, 1.0f, 1.0f);
pglColor4ubv(white);
// bind with 0, so, switch back to normal pointer operation
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, 0);
// deactivate color array
pglDisableClientState(GL_COLOR_ARRAY);
}
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)
{
SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
SetTransform(&transform);
texw = texture_width;
texh = texture_height;
RenderDome(tex);
SetBlend(0);
}
// ==========================================================================
//
// ==========================================================================

View file

@ -101,6 +101,8 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(MakeScreenFinalTexture);
GETFUNC(DrawScreenFinalTexture);
GETFUNC(RenderSkyDome);
GETFUNC(LoadShaders);
GETFUNC(KillShaders);
GETFUNC(SetShader);

View file

@ -1872,6 +1872,8 @@ void I_StartupGraphics(void)
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
HWD.pfnLoadShaders = hwSym("LoadShaders",NULL);
HWD.pfnKillShaders = hwSym("KillShaders",NULL);
HWD.pfnSetShader = hwSym("SetShader",NULL);