PRBoom sky dome

This commit is contained in:
Jaime Passos 2019-09-03 02:12:17 -03:00
parent 602154fe8b
commit f6d2b5109b
9 changed files with 361 additions and 73 deletions

View file

@ -47,6 +47,7 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal, RGBA_t *pgamma);
EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat *ClearColor);
EXPORT void HWRAPI(SetTexture) (FTextureInfo *TexInfo);
@ -89,6 +90,7 @@ struct hwdriver_s
FinishUpdate pfnFinishUpdate;
Draw2DLine pfnDraw2DLine;
DrawPolygon pfnDrawPolygon;
RenderSkyDome pfnRenderSkyDome;
SetBlend pfnSetBlend;
ClearBuffer pfnClearBuffer;
SetTexture pfnSetTexture;

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@ -5805,7 +5805,42 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
// ==========================================================================
//
// ==========================================================================
static void HWR_DrawSkyBackground(void)
static void HWR_DrawSkyBackground(player_t *player)
{
if (cv_grskydome.value)
{
FTransform transform;
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
memset(&transform, 0x00, sizeof(FTransform));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
transform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
transform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
transform.flip = true;
else
transform.flip = false;
transform.scalex = 1;
transform.scaley = (float)vid.width/vid.height;
transform.scalez = 1;
transform.fovxangle = fpov; // Tails
transform.fovyangle = fpov; // Tails
transform.splitscreen = splitscreen;
HWR_GetTexture(texturetranslation[skytexture]);
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, transform);
}
else
{
FOutVector v[4];
angle_t angle;
@ -5886,6 +5921,7 @@ static void HWR_DrawSkyBackground(void)
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
}
// -----------------+
@ -6036,7 +6072,7 @@ if (0)
}
if (drawsky)
HWR_DrawSkyBackground();
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
@ -6253,7 +6289,7 @@ if (0)
}
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground();
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;

View file

@ -98,6 +98,7 @@ extern consvar_t cv_voodoocompatibility;
extern consvar_t cv_grfovchange;
extern consvar_t cv_grsolvetjoin;
extern consvar_t cv_grspritebillboarding;
extern consvar_t cv_grskydome;
extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;

View file

@ -1427,6 +1427,249 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf,
Clamp2D(GL_TEXTURE_WRAP_T);
}
// PRBoom sky dome
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
{
int id;
int rows, columns;
int loopcount;
GLSkyLoopDef *loops;
vbo_vertex_t *data;
} GLSkyVBO;
// The texture offset to be applied to the texture coordinates in SkyVertex().
static int rows, columns;
static boolean yflip;
static int texw, texh;
static float yAdd;
static boolean foglayer;
static float delta = 0.0f;
static int gl_sky_detail = 16;
static INT32 lasttex = -1;
static RGBA_t SkyColor;
#define MAP_COEFF 128.0f
#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
{
static fixed_t scale = 10000 << FRACBITS;
static angle_t maxSideAngle = ANGLE_180 / 3;
angle_t topAngle = (angle_t)(c / (float)columns * ANGLE_MAX);
angle_t sideAngle = maxSideAngle * (rows - r) / rows;
fixed_t height = FINESINE(sideAngle>>ANGLETOFINESHIFT);
fixed_t realRadius = FixedMul(scale, FINECOSINE(sideAngle>>ANGLETOFINESHIFT));
fixed_t x = FixedMul(realRadius, FINECOSINE(topAngle>>ANGLETOFINESHIFT));
fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
fixed_t z = FixedMul(realRadius, FINESINE(topAngle>>ANGLETOFINESHIFT));
float timesRepeat;
timesRepeat = (short)(4 * (256.0f / texw));
if (timesRepeat == 0.0f)
timesRepeat = 1.0f;
if (!foglayer)
{
vbo->r = 255;
vbo->g = 255;
vbo->b = 255;
vbo->a = (r == 0 ? 0 : 255);
// And the texture coordinates.
if (!yflip) // Flipped Y is for the lower hemisphere.
{
vbo->u = (-timesRepeat * c / (float)columns);
vbo->v = (r / (float)rows) * 1.f + yAdd;
}
else
{
vbo->u = (-timesRepeat * c / (float)columns);
vbo->v = ((rows-r)/(float)rows) * 1.f + yAdd;
}
//if (SkyBox.wall.flag == GLDWF_SKYFLIP)
// vbo->u = -vbo->u;
}
if (r != 4)
y += FRACUNIT * 300;
// And finally the vertex.
vbo->x = (float)x/(float)MAP_SCALE;
vbo->y = (float)y/(float)MAP_SCALE + delta;
vbo->z = (float)z/(float)MAP_SCALE;
}
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;
memset(&SkyColor, 0xFF, sizeof(SkyColor));
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++;
yAdd = 0.5f;
/*if (yflip == 0)
SkyColor = &sky->CeilingSkyColor[vbo_idx];
else
SkyColor = &sky->FloorSkyColor[vbo_idx];*/
delta = 0.0f;
foglayer = true;
for (c = 0; c < col_count; c++)
{
SkyVertex(vertex_p, 1, c);
vertex_p->r = SkyColor.s.red;
vertex_p->g = SkyColor.s.green;
vertex_p->b = SkyColor.s.blue;
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 RenderDomeForReal(INT32 skytexture)
{
int i, j;
GLSkyVBO *vbo = &sky_vbo;
//pglRotatef(-180.0f + sky->x_offset, 0.f, 1.f, 0.f);
pglRotatef(-180.0f, 0.f, 1.f, 0.f);
rows = 4;
columns = 4 * gl_sky_detail;
if (lasttex != skytexture)
{
lasttex = skytexture;
gld_BuildSky(rows, columns);
}
pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
for (j = 0; j < 2; j++)
{
//gld_EnableTexture2D(GL_TEXTURE0_ARB, j != 0);
for (i = 0; i < vbo->loopcount; i++)
{
GLSkyLoopDef *loop = &vbo->loops[i];
if (j == 0 ? loop->use_texture : !loop->use_texture)
continue;
else
{
int k;
pglBegin(loop->mode);
for (k = loop->vertexindex; k < (loop->vertexindex + loop->vertexcount); k++)
{
vbo_vertex_t *v = &vbo->data[k];
if (loop->use_texture)
pglTexCoord2f(v->u, v->v);
pglColor4f(v->r, v->g, v->b, v->a);
pglVertex3f(v->x, v->y, v->z);
}
pglEnd();
}
}
}
pglScalef(1.0f, 1.0f, 1.0f);
// current color is undefined after glDrawArrays
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)
{
GLint shading_mode = GL_FLAT;
pglGetIntegerv(GL_SHADE_MODEL, &shading_mode);
pglShadeModel(GL_SMOOTH);
pglDepthMask(false);
pglDisable(GL_DEPTH_TEST);
pglDisable(GL_ALPHA_TEST);
SetBlend(PF_Translucent|PF_Clip|PF_NoZClip|PF_NoDepthTest|PF_Modulated);
texw = texture_width;
texh = texture_height;
SetTransform(&transform);
RenderDomeForReal(tex);
pglEnable(GL_ALPHA_TEST);
pglEnable(GL_DEPTH_TEST);
pglDepthMask(true);
pglShadeModel(shading_mode);
}
// ==========================================================================
//

View file

@ -1215,6 +1215,7 @@ void R_RegisterEngineStuff(void)
#endif
CV_RegisterVar(&cv_grmd2);
CV_RegisterVar(&cv_grspritebillboarding);
CV_RegisterVar(&cv_grskydome);
#endif
#ifdef HWRENDER

View file

@ -79,6 +79,7 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(Init);
GETFUNC(Draw2DLine);
GETFUNC(DrawPolygon);
GETFUNC(RenderSkyDome);
GETFUNC(SetBlend);
GETFUNC(ClearBuffer);
GETFUNC(SetTexture);

View file

@ -1499,6 +1499,7 @@ void I_StartupGraphics(void)
HWD.pfnFinishUpdate = NULL;
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
HWD.pfnSetTexture = hwSym("SetTexture",NULL);

View file

@ -112,6 +112,7 @@ static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NUL
// console variables in development
consvar_t cv_grmd2 = {"gr_md2", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, 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};
#endif
// local copy of the palette for V_GetColor()

View file

@ -102,6 +102,7 @@ static loadfunc_t hwdFuncTable[] = {
{"FinishUpdate@4", &hwdriver.pfnFinishUpdate},
{"Draw2DLine@12", &hwdriver.pfnDraw2DLine},
{"DrawPolygon@16", &hwdriver.pfnDrawPolygon},
{"RenderSkyDome@16", &hwdriver.pfnRenderDome},
{"SetBlend@4", &hwdriver.pfnSetBlend},
{"ClearBuffer@12", &hwdriver.pfnClearBuffer},
{"SetTexture@4", &hwdriver.pfnSetTexture},
@ -133,6 +134,7 @@ static loadfunc_t hwdFuncTable[] = {
{"FinishUpdate", &hwdriver.pfnFinishUpdate},
{"Draw2DLine", &hwdriver.pfnDraw2DLine},
{"DrawPolygon", &hwdriver.pfnDrawPolygon},
{"RenderSkyDome", &hwdriver.pfnRenderDome},
{"SetBlend", &hwdriver.pfnSetBlend},
{"ClearBuffer", &hwdriver.pfnClearBuffer},
{"SetTexture", &hwdriver.pfnSetTexture},