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PRBoom sky dome
This commit is contained in:
parent
602154fe8b
commit
f6d2b5109b
9 changed files with 361 additions and 73 deletions
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@ -47,6 +47,7 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal, RGBA_t *pgamma);
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EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
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EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
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EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
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EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
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EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
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EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat *ClearColor);
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EXPORT void HWRAPI(SetTexture) (FTextureInfo *TexInfo);
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@ -89,6 +90,7 @@ struct hwdriver_s
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FinishUpdate pfnFinishUpdate;
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Draw2DLine pfnDraw2DLine;
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DrawPolygon pfnDrawPolygon;
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RenderSkyDome pfnRenderSkyDome;
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SetBlend pfnSetBlend;
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ClearBuffer pfnClearBuffer;
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SetTexture pfnSetTexture;
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@ -5805,86 +5805,122 @@ 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(void)
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static void HWR_DrawSkyBackground(player_t *player)
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{
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FOutVector v[4];
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angle_t angle;
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float dimensionmultiply;
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float aspectratio;
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float angleturn;
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HWR_GetTexture(texturetranslation[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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v[2].y = v[3].y = ZCLIP_PLANE+1;
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v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
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// X
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// NOTE: This doesn't work right with texture widths greater than 1024
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// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
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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[texturetranslation[skytexture]]->width/256.0f);
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v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
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v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
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// use +angle and -1.0f above instead if you wanted old backwards behavior
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// Y
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angle = aimingangle;
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
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if (splitscreen)
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if (cv_grskydome.value)
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{
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dimensionmultiply *= 2;
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angle *= 2;
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}
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FTransform transform;
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const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
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postimg_t *type;
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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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if (atransform.flip)
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{
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// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
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v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
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v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
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if (splitscreen && player == &players[secondarydisplayplayer])
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type = &postimgtype2;
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else
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type = &postimgtype;
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memset(&transform, 0x00, sizeof(FTransform));
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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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transform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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transform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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if (*type == postimg_flip)
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transform.flip = true;
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else
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transform.flip = false;
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transform.scalex = 1;
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transform.scaley = (float)vid.width/vid.height;
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transform.scalez = 1;
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transform.fovxangle = fpov; // Tails
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transform.fovyangle = fpov; // Tails
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transform.splitscreen = splitscreen;
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HWR_GetTexture(texturetranslation[skytexture]);
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HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, transform);
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}
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else
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{
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v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
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v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
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}
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FOutVector v[4];
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angle_t angle;
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float dimensionmultiply;
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float aspectratio;
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float angleturn;
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angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
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HWR_GetTexture(texturetranslation[skytexture]);
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aspectratio = (float)vid.width/(float)vid.height;
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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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v[3].tow = v[2].tow += ((float) angle / angleturn);
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v[0].tow = v[1].tow += ((float) angle / angleturn);
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}
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else
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{
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v[3].tow = v[2].tow -= ((float) angle / angleturn);
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v[0].tow = v[1].tow -= ((float) angle / angleturn);
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}
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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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HWD.pfnDrawPolygon(NULL, v, 4, 0);
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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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v[2].y = v[3].y = ZCLIP_PLANE+1;
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v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
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// X
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// NOTE: This doesn't work right with texture widths greater than 1024
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// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
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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[texturetranslation[skytexture]]->width/256.0f);
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v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
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v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
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// use +angle and -1.0f above instead if you wanted old backwards behavior
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// Y
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angle = aimingangle;
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
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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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if (atransform.flip)
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{
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// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
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v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
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v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
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}
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else
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{
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v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
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v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
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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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v[3].tow = v[2].tow += ((float) angle / angleturn);
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v[0].tow = v[1].tow += ((float) angle / angleturn);
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}
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else
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{
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v[3].tow = v[2].tow -= ((float) angle / angleturn);
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v[0].tow = v[1].tow -= ((float) angle / angleturn);
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}
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HWD.pfnDrawPolygon(NULL, v, 4, 0);
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}
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}
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@ -6036,7 +6072,7 @@ if (0)
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}
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if (drawsky)
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HWR_DrawSkyBackground();
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HWR_DrawSkyBackground(player);
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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@ -6253,7 +6289,7 @@ if (0)
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}
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if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
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HWR_DrawSkyBackground();
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HWR_DrawSkyBackground(player);
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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@ -98,6 +98,7 @@ extern consvar_t cv_voodoocompatibility;
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extern consvar_t cv_grfovchange;
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extern consvar_t cv_grsolvetjoin;
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extern consvar_t cv_grspritebillboarding;
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extern consvar_t cv_grskydome;
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extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;
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@ -1427,6 +1427,249 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf,
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Clamp2D(GL_TEXTURE_WRAP_T);
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}
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// PRBoom sky dome
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typedef struct vbo_vertex_s
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{
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float x, y, z;
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float u, v;
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unsigned char r, g, b, a;
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} vbo_vertex_t;
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typedef struct
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{
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int mode;
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int vertexcount;
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int vertexindex;
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int use_texture;
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} GLSkyLoopDef;
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typedef struct
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{
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int id;
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int rows, columns;
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int loopcount;
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GLSkyLoopDef *loops;
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vbo_vertex_t *data;
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} GLSkyVBO;
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// The texture offset to be applied to the texture coordinates in SkyVertex().
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static int rows, columns;
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static boolean yflip;
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static int texw, texh;
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static float yAdd;
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static boolean foglayer;
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static float delta = 0.0f;
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static int gl_sky_detail = 16;
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static INT32 lasttex = -1;
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static RGBA_t SkyColor;
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#define MAP_COEFF 128.0f
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#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
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static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
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{
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static fixed_t scale = 10000 << FRACBITS;
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static angle_t maxSideAngle = ANGLE_180 / 3;
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angle_t topAngle = (angle_t)(c / (float)columns * ANGLE_MAX);
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angle_t sideAngle = maxSideAngle * (rows - r) / rows;
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fixed_t height = FINESINE(sideAngle>>ANGLETOFINESHIFT);
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fixed_t realRadius = FixedMul(scale, FINECOSINE(sideAngle>>ANGLETOFINESHIFT));
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fixed_t x = FixedMul(realRadius, FINECOSINE(topAngle>>ANGLETOFINESHIFT));
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fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
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fixed_t z = FixedMul(realRadius, FINESINE(topAngle>>ANGLETOFINESHIFT));
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float timesRepeat;
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timesRepeat = (short)(4 * (256.0f / texw));
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if (timesRepeat == 0.0f)
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timesRepeat = 1.0f;
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if (!foglayer)
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{
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vbo->r = 255;
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vbo->g = 255;
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vbo->b = 255;
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vbo->a = (r == 0 ? 0 : 255);
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// And the texture coordinates.
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if (!yflip) // Flipped Y is for the lower hemisphere.
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{
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vbo->u = (-timesRepeat * c / (float)columns);
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vbo->v = (r / (float)rows) * 1.f + yAdd;
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}
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else
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{
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vbo->u = (-timesRepeat * c / (float)columns);
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vbo->v = ((rows-r)/(float)rows) * 1.f + yAdd;
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}
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//if (SkyBox.wall.flag == GLDWF_SKYFLIP)
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// vbo->u = -vbo->u;
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}
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if (r != 4)
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y += FRACUNIT * 300;
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// And finally the vertex.
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vbo->x = (float)x/(float)MAP_SCALE;
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vbo->y = (float)y/(float)MAP_SCALE + delta;
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vbo->z = (float)z/(float)MAP_SCALE;
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}
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GLSkyVBO sky_vbo;
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static void gld_BuildSky(int row_count, int col_count)
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{
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int c, r;
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vbo_vertex_t *vertex_p;
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int vertex_count = 2 * row_count * (col_count * 2 + 2) + col_count * 2;
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GLSkyVBO *vbo = &sky_vbo;
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if ((vbo->columns != col_count) || (vbo->rows != row_count))
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{
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free(vbo->loops);
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free(vbo->data);
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memset(vbo, 0, sizeof(&vbo));
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}
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if (!vbo->data)
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{
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memset(vbo, 0, sizeof(&vbo));
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vbo->loops = malloc((row_count * 2 + 2) * sizeof(vbo->loops[0]));
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// create vertex array
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vbo->data = malloc(vertex_count * sizeof(vbo->data[0]));
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}
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vbo->columns = col_count;
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vbo->rows = row_count;
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vertex_p = &vbo->data[0];
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vbo->loopcount = 0;
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memset(&SkyColor, 0xFF, sizeof(SkyColor));
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for (yflip = 0; yflip < 2; yflip++)
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{
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vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_FAN;
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vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
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vbo->loops[vbo->loopcount].vertexcount = col_count;
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vbo->loops[vbo->loopcount].use_texture = false;
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vbo->loopcount++;
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yAdd = 0.5f;
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/*if (yflip == 0)
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SkyColor = &sky->CeilingSkyColor[vbo_idx];
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else
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SkyColor = &sky->FloorSkyColor[vbo_idx];*/
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delta = 0.0f;
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foglayer = true;
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for (c = 0; c < col_count; c++)
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{
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SkyVertex(vertex_p, 1, c);
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vertex_p->r = SkyColor.s.red;
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vertex_p->g = SkyColor.s.green;
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vertex_p->b = SkyColor.s.blue;
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vertex_p->a = 255;
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vertex_p++;
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}
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foglayer = false;
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delta = (yflip ? 5.0f : -5.0f) / MAP_COEFF;
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for (r = 0; r < row_count; r++)
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{
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vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_STRIP;
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vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
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vbo->loops[vbo->loopcount].vertexcount = 2 * col_count + 2;
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vbo->loops[vbo->loopcount].use_texture = true;
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vbo->loopcount++;
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for (c = 0; c <= col_count; c++)
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{
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SkyVertex(vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0));
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SkyVertex(vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0));
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}
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}
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}
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}
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static void RenderDomeForReal(INT32 skytexture)
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{
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int i, j;
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GLSkyVBO *vbo = &sky_vbo;
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//pglRotatef(-180.0f + sky->x_offset, 0.f, 1.f, 0.f);
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pglRotatef(-180.0f, 0.f, 1.f, 0.f);
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rows = 4;
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columns = 4 * gl_sky_detail;
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if (lasttex != skytexture)
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{
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lasttex = skytexture;
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gld_BuildSky(rows, columns);
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}
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pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
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for (j = 0; j < 2; j++)
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{
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//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);
|
||||
}
|
||||
|
||||
// ==========================================================================
|
||||
//
|
||||
|
|
|
@ -1215,6 +1215,7 @@ void R_RegisterEngineStuff(void)
|
|||
#endif
|
||||
CV_RegisterVar(&cv_grmd2);
|
||||
CV_RegisterVar(&cv_grspritebillboarding);
|
||||
CV_RegisterVar(&cv_grskydome);
|
||||
#endif
|
||||
|
||||
#ifdef HWRENDER
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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},
|
||||
|
|
Loading…
Reference in a new issue