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c303884274
* Using the Doom-style dome here because it looks better. * this necessitated changes to the backend to allow both types of sky domes at the same time * do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
100 lines
2.3 KiB
C++
100 lines
2.3 KiB
C++
#pragma once
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#include "matrix.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_renderstate.h"
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#include "skyboxtexture.h"
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class FGameTexture;
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class FRenderState;
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class IVertexBuffer;
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struct HWSkyPortal;
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struct HWDrawInfo;
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// 57 world units roughly represent one sky texel for the glTranslate call.
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enum
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{
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skyoffsetfactor = 57
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};
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struct FSkyVertex
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{
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float x, y, z, u, v;
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PalEntry color;
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void Set(float xx, float zz, float yy, float uu=0, float vv=0, PalEntry col=0xffffffff)
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{
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x = xx;
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z = zz;
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y = yy;
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u = uu;
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v = vv;
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color = col;
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}
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void SetXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
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{
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x = xx;
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y = yy;
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z = zz;
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u = uu;
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v = vv;
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color = col;
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}
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};
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class FSkyVertexBuffer
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{
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friend struct HWSkyPortal;
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public:
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static const int SKYHEMI_UPPER = 1;
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static const int SKYHEMI_LOWER = 2;
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enum
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{
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SKYMODE_MAINLAYER = 0,
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SKYMODE_SECONDLAYER = 1,
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SKYMODE_FOGLAYER = 2
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};
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IVertexBuffer *mVertexBuffer;
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TArray<FSkyVertex> mVertices;
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TArray<unsigned int> mPrimStartDoom;
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TArray<unsigned int> mPrimStartBuild;
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int mRows, mColumns;
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// indices for sky cubemap faces
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int mFaceStart[7];
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int mSideStart;
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void SkyVertexDoom(int r, int c, bool yflip);
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void SkyVertexBuild(int r, int c, bool yflip);
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void CreateSkyHemisphereDoom(int hemi);
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void CreateSkyHemisphereBuild(int hemi);
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void CreateDome();
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public:
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FSkyVertexBuffer();
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~FSkyVertexBuffer();
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void SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix, bool tiled, float xscale = 0, float vertscale = 0);
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, nullptr);
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}
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int FaceStart(int i)
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{
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if (i >= 0 && i < 7) return mFaceStart[i];
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else return mSideStart;
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}
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void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
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void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which);
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void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0);
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void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
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};
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