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Render the skies correctly on splitscreen in OpenGL mode
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1 changed files with 17 additions and 23 deletions
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@ -3527,9 +3527,7 @@ static void HWR_Subsector(size_t num)
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#ifndef POLYSKY
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// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
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if (gr_frontsector->ceilingpic == skyflatnum || gr_frontsector->floorpic == skyflatnum)
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{
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drawsky = true;
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}
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#endif
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#ifdef R_FAKEFLOORS
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@ -5601,7 +5599,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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// ==========================================================================
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//
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// ==========================================================================
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static void HWR_DrawSkyBackground(player_t *player)
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static void HWR_DrawSkyBackground(void)
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{
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FOutVector v[4];
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angle_t angle;
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@ -5609,18 +5607,18 @@ static void HWR_DrawSkyBackground(player_t *player)
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float aspectratio;
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float angleturn;
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// 3--2
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// | /|
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// |/ |
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// 0--1
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(void)player;
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HWR_GetTexture(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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@ -5635,7 +5633,6 @@ static void HWR_DrawSkyBackground(player_t *player)
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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 = (dup_viewangle + gr_xtoviewangle[0]);
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dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
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v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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@ -5643,10 +5640,13 @@ static void HWR_DrawSkyBackground(player_t *player)
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// Y
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angle = aimingangle;
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aspectratio = (float)vid.width/(float)vid.height;
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dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio));
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angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
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if (splitscreen)
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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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@ -5662,6 +5662,8 @@ static void HWR_DrawSkyBackground(player_t *player)
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v[0].tow = v[1].tow = -(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 (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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@ -5825,12 +5827,8 @@ if (0)
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HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
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}
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#ifndef _NDS
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if (drawsky)
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HWR_DrawSkyBackground(player);
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#else
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(void)HWR_DrawSkyBackground;
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#endif
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HWR_DrawSkyBackground();
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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@ -6046,12 +6044,8 @@ if (0)
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HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
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}
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#ifndef _NDS
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if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
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HWR_DrawSkyBackground(player);
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#else
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(void)HWR_DrawSkyBackground;
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#endif
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HWR_DrawSkyBackground();
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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