OpenGL Skybox

OpenGL skyboxes.
Slight change to sky vertical offsetting.
This commit is contained in:
Sryder13 2014-03-20 20:13:15 +00:00
parent 7aa960d6d5
commit dd16f58e38
4 changed files with 224 additions and 5 deletions

View file

@ -4304,6 +4304,8 @@ static void HWR_DrawSkyBackground(player_t *player)
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f;
// X
if (textures[skytexture]->width > 256)
angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0])
/((float)textures[skytexture]->width/256.0f))
@ -4318,9 +4320,19 @@ static void HWR_DrawSkyBackground(player_t *player)
v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2);
v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2);
// Y
if (textures[skytexture]->height > 256)
angle = (angle_t)((float)(aimingangle)
*(256.0f/(float)textures[skytexture]->height))
%(ANGLE_90-1); // Just so that looking up and down scales right
else
angle = (aimingangle);
f = (float)((textures[skytexture]->height/2)
* FIXED_TO_FLOAT(FINETANGENT((2048
- ((INT32)aimingangle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2);
v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2);
@ -4387,9 +4399,9 @@ void HWR_SetViewSize(void)
}
// ==========================================================================
//
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
@ -4406,7 +4418,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player, false);
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
@ -4585,6 +4597,210 @@ if (0)
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = ORIGINAL_ASPECT;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
// Transform for sprites
stransform.anglex = 0.0f;
stransform.angley = -270.0f;
stransform.x = 0.0f;
stransform.y = 0.0f;
stransform.z = 0.0f;
stransform.scalex = 1;
stransform.scaley = 1;
stransform.scalez = 1;
stransform.fovxangle = 90.0f;
stransform.fovyangle = 90.0f;
stransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
#ifndef _NDS
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground(player);
#else
(void)HWR_DrawSkyBackground;
#endif
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
HWR_ClearClipSegs();
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
HWR_DrawMD2S();
// Draw the sprites with trivial transform
HWD.pfnSetTransform(&stransform);
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
HWR_DoPostProcessor(player);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
// FOG
// ==========================================================================

View file

@ -35,6 +35,7 @@ void HWR_clearAutomap(void);
void HWR_drawAMline(const fline_t *fl, INT32 color);
void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
void HWR_DrawConsoleBack(UINT32 color, INT32 height);
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player);
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
void HWR_DrawViewBorder(INT32 clearlines);
void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum);

View file

@ -732,7 +732,7 @@ static mobj_t *viewmobj;
// WARNING: a should be unsigned but to add with 2048, it isn't!
#define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS)
static void R_SkyboxFrame(player_t *player)
void R_SkyboxFrame(player_t *player)
{
INT32 dy = 0;
camera_t *thiscam;

View file

@ -101,6 +101,8 @@ void R_SetViewSize(void);
// do it (sometimes explicitly called)
void R_ExecuteSetViewSize(void);
void R_SkyboxFrame(player_t *player);
void R_SetupFrame(player_t *player, boolean skybox);
// Called by G_Drawer.
void R_RenderPlayerView(player_t *player);