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https://git.do.srb2.org/STJr/SRB2.git
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OpenGL Skybox
OpenGL skyboxes. Slight change to sky vertical offsetting.
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7aa960d6d5
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4 changed files with 224 additions and 5 deletions
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@ -4304,6 +4304,8 @@ static void HWR_DrawSkyBackground(player_t *player)
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v[0].z = v[1].z = v[2].z = v[3].z = 4.0f;
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// X
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if (textures[skytexture]->width > 256)
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angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0])
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/((float)textures[skytexture]->width/256.0f))
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@ -4318,9 +4320,19 @@ static void HWR_DrawSkyBackground(player_t *player)
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v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2);
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v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2);
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// Y
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if (textures[skytexture]->height > 256)
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angle = (angle_t)((float)(aimingangle)
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*(256.0f/(float)textures[skytexture]->height))
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%(ANGLE_90-1); // Just so that looking up and down scales right
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else
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angle = (aimingangle);
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f = (float)((textures[skytexture]->height/2)
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* FIXED_TO_FLOAT(FINETANGENT((2048
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- ((INT32)aimingangle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
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- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
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v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2);
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v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2);
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@ -4387,9 +4399,9 @@ void HWR_SetViewSize(void)
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}
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// ==========================================================================
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//
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// Same as rendering the player view, but from the skybox object
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// ==========================================================================
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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{
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const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
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FTransform stransform;
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@ -4406,7 +4418,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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}
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// note: sets viewangle, viewx, viewy, viewz
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R_SetupFrame(player, false);
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R_SkyboxFrame(player);
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// copy view cam position for local use
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dup_viewx = viewx;
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@ -4585,6 +4597,210 @@ if (0)
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HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
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}
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// ==========================================================================
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//
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// ==========================================================================
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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{
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const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
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FTransform stransform;
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const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
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{
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// do we really need to save player (is it not the same)?
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player_t *saved_player = stplyr;
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stplyr = player;
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ST_doPaletteStuff();
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stplyr = saved_player;
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#ifdef ALAM_LIGHTING
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HWR_SetLights(viewnumber);
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#endif
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}
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// note: sets viewangle, viewx, viewy, viewz
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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
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// copy view cam position for local use
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dup_viewx = viewx;
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dup_viewy = viewy;
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dup_viewz = viewz;
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dup_viewangle = viewangle;
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// set window position
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gr_centery = gr_basecentery;
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gr_viewwindowy = gr_baseviewwindowy;
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gr_windowcentery = gr_basewindowcentery;
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if (splitscreen && viewnumber == 1)
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{
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gr_viewwindowy += (vid.height/2);
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gr_windowcentery += (vid.height/2);
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}
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// check for new console commands.
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NetUpdate();
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gr_viewx = FIXED_TO_FLOAT(dup_viewx);
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gr_viewy = FIXED_TO_FLOAT(dup_viewy);
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gr_viewz = FIXED_TO_FLOAT(dup_viewz);
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gr_viewsin = FIXED_TO_FLOAT(viewsin);
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gr_viewcos = FIXED_TO_FLOAT(viewcos);
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gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
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gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
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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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atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
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atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
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atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
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atransform.scalex = 1;
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atransform.scaley = ORIGINAL_ASPECT;
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.splitscreen = splitscreen;
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// Transform for sprites
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stransform.anglex = 0.0f;
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stransform.angley = -270.0f;
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stransform.x = 0.0f;
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stransform.y = 0.0f;
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stransform.z = 0.0f;
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stransform.scalex = 1;
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stransform.scaley = 1;
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stransform.scalez = 1;
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stransform.fovxangle = 90.0f;
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stransform.fovyangle = 90.0f;
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stransform.splitscreen = splitscreen;
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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//------------------------------------------------------------------------
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HWR_ClearView();
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if (0)
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{ // I don't think this is ever used.
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if (cv_grfog.value)
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HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
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else
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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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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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HWR_ClearSprites();
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#ifdef SORTING
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drawcount = 0;
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#endif
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HWR_ClearClipSegs();
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//04/01/2000: Hurdler: added for T&L
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// Actually it only works on Walls and Planes
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HWD.pfnSetTransform(&atransform);
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validcount++;
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HWR_RenderBSPNode((INT32)numnodes-1);
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// Make a viewangle int so we can render things based on mouselook
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if (player == &players[consoleplayer])
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viewangle = localaiming;
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else if (splitscreen && player == &players[secondarydisplayplayer])
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viewangle = localaiming2;
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// Handle stuff when you are looking farther up or down.
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if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
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{
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //left
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dup_viewangle += ANGLE_90;
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if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
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{
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //back
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}
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dup_viewangle += ANGLE_90;
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HWR_ClearClipSegs();
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HWR_RenderBSPNode((INT32)numnodes-1); //right
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dup_viewangle += ANGLE_90;
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}
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// Check for new console commands.
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NetUpdate();
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#ifdef ALAM_LIGHTING
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//14/11/99: Hurdler: moved here because it doesn't work with
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// subsector, see other comments;
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HWR_ResetLights();
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#endif
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// Draw MD2 and sprites
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#ifdef SORTING
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HWR_SortVisSprites();
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#endif
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HWR_DrawMD2S();
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// Draw the sprites with trivial transform
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HWD.pfnSetTransform(&stransform);
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#ifdef SORTING
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HWR_DrawSprites();
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#endif
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#ifdef NEWCORONAS
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//Hurdler: they must be drawn before translucent planes, what about gl fog?
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HWR_DrawCoronas();
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#endif
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#ifdef SORTING
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if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
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{
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HWR_CreateDrawNodes();
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}
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#else
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if (numfloors || numwalls)
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{
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HWD.pfnSetTransform(&atransform);
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if (numfloors)
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HWR_Render3DWater();
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if (numwalls)
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HWR_RenderTransparentWalls();
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}
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#endif
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HWD.pfnSetTransform(NULL);
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// put it off for menus etc
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if (cv_grfog.value)
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HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
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HWR_DoPostProcessor(player);
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// Check for new console commands.
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NetUpdate();
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// added by Hurdler for correct splitscreen
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// moved here by hurdler so it works with the new near clipping plane
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HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
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}
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// ==========================================================================
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// FOG
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// ==========================================================================
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@ -35,6 +35,7 @@ void HWR_clearAutomap(void);
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void HWR_drawAMline(const fline_t *fl, INT32 color);
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void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
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void HWR_DrawConsoleBack(UINT32 color, INT32 height);
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void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player);
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
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void HWR_DrawViewBorder(INT32 clearlines);
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void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum);
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@ -732,7 +732,7 @@ static mobj_t *viewmobj;
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// WARNING: a should be unsigned but to add with 2048, it isn't!
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#define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS)
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static void R_SkyboxFrame(player_t *player)
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void R_SkyboxFrame(player_t *player)
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{
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INT32 dy = 0;
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camera_t *thiscam;
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@ -101,6 +101,8 @@ void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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void R_SkyboxFrame(player_t *player);
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void R_SetupFrame(player_t *player, boolean skybox);
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// Called by G_Drawer.
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void R_RenderPlayerView(player_t *player);
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