mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-21 20:11:12 +00:00
OpenGL Skybox
OpenGL skyboxes. Slight change to sky vertical offsetting.
This commit is contained in:
parent
7aa960d6d5
commit
dd16f58e38
4 changed files with 224 additions and 5 deletions
|
@ -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
|
||||
// ==========================================================================
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue