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@ -45,6 +45,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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@ -63,171 +64,208 @@
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//
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//-----------------------------------------------------------------------------
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CVAR (Int, gl_sky_detail, 16, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, r_stretchsky)
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CVAR(Float, skyoffset, 0, 0) // for testing
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extern int skyfog;
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// The texture offset to be applied to the texture coordinates in SkyVertex().
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static angle_t maxSideAngle = ANGLE_180 / 3;
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static int rows, columns;
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static fixed_t scale = 10000 << FRACBITS;
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static bool yflip;
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static int texw;
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static float yAdd;
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static bool foglayer;
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static bool secondlayer;
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static bool skymirror;
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#define SKYHEMI_UPPER 0x1
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#define SKYHEMI_LOWER 0x2
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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static void SkyVertex(int r, int c)
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FSkyVertexBuffer::FSkyVertexBuffer()
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{
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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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CreateDome();
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}
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FSkyVertexBuffer::~FSkyVertexBuffer()
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{
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}
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void FSkyVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::SkyVertex(int r, int c, bool yflip)
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{
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static const angle_t maxSideAngle = ANGLE_180 / 3;
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static const fixed_t scale = 10000 << FRACBITS;
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angle_t topAngle= (angle_t)(c / (float)mColumns * ANGLE_MAX);
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angle_t sideAngle = maxSideAngle * (mRows - r) / mRows;
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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 fx, fy, fz;
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float color = r * 1.f / rows;
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float u, v;
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float timesRepeat;
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FSkyVertex vert;
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timesRepeat = (short)(4 * (256.f / texw));
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if (timesRepeat == 0.f) timesRepeat = 1.f;
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if (!foglayer)
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vert.color = r == 0 ? 0xffffff : 0xffffffff;
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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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// this must not use the renderstate because it's inside a primitive.
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glColor4f(1.f, 1.f, 1.f, r==0? 0.0f : 1.0f);
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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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u = (-timesRepeat * c / (float)columns) ;
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v = (r / (float)rows) + yAdd;
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}
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else
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{
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u = (-timesRepeat * c / (float)columns) ;
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v = 1.0f + ((rows-r)/(float)rows) + yAdd;
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}
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glTexCoord2f(skymirror? -u:u, v);
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vert.u = (-c / (float)mColumns) ;
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vert.v = (r / (float)mRows);
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}
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else
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{
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vert.u = (-c / (float)mColumns);
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vert.v = 1.0f + ((mRows - r) / (float)mRows);
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}
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if (r != 4) y+=FRACUNIT*300;
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// And finally the vertex.
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fx =-FIXED2FLOAT(x); // Doom mirrors the sky vertically!
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fy = FIXED2FLOAT(y);
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fz = FIXED2FLOAT(z);
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glVertex3f(fx, fy - 1.f, fz);
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vert.x =-FIXED2FLOAT(x); // Doom mirrors the sky vertically!
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vert.y = FIXED2FLOAT(y) - 1.f;
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vert.z = FIXED2FLOAT(z);
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mVertices.Push(vert);
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}
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//-----------------------------------------------------------------------------
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//
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// Hemi is Upper or Lower. Zero is not acceptable.
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// The current texture is used. SKYHEMI_NO_TOPCAP can be used.
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//
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//
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//-----------------------------------------------------------------------------
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static void RenderSkyHemisphere(int hemi, bool mirror)
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void FSkyVertexBuffer::CreateSkyHemisphere(int hemi)
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{
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int r, c;
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if (hemi & SKYHEMI_LOWER)
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bool yflip = !!(hemi & SKYHEMI_LOWER);
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mPrimStart.Push(mVertices.Size());
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for (c = 0; c < mColumns; c++)
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{
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yflip = true;
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}
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else
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{
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yflip = false;
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SkyVertex(1, c, yflip);
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}
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skymirror = mirror;
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// The top row (row 0) is the one that's faded out.
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// There must be at least 4 columns. The preferable number
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// is 4n, where n is 1, 2, 3... There should be at least
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// two rows because the first one is always faded.
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rows = 4;
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// Draw the cap as one solid color polygon
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if (!foglayer)
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// The total number of triangles per hemisphere can be calculated
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// as follows: rows * columns * 2 + 2 (for the top cap).
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for (r = 0; r < mRows; r++)
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{
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columns = 4 * (gl_sky_detail > 0 ? gl_sky_detail : 1);
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foglayer=true;
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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if (!secondlayer)
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mPrimStart.Push(mVertices.Size());
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for (c = 0; c <= mColumns; c++)
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{
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glBegin(GL_TRIANGLE_FAN);
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for(c = 0; c < columns; c++)
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{
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SkyVertex(1, c);
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}
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glEnd();
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gl_RenderState.SetObjectColor(0xffffffff); // unset the cap's color
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SkyVertex(r + yflip, c, yflip);
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SkyVertex(r + 1 - yflip, c, yflip);
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}
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}
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}
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gl_RenderState.EnableTexture(true);
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foglayer=false;
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gl_RenderState.Apply();
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::CreateDome()
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{
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if (gl.version < 3.0f)
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{
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mColumns = 64;
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mRows = 4;
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}
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else
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{
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gl_RenderState.Apply();
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columns=4; // no need to do more!
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glBegin(GL_TRIANGLE_FAN);
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for(c = 0; c < columns; c++)
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mColumns = 128;
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mRows = 4;
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}
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CreateSkyHemisphere(SKYHEMI_UPPER);
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CreateSkyHemisphere(SKYHEMI_LOWER);
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mPrimStart.Push(mVertices.Size());
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if (gl.version >= 3.f)
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{
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// we won't bother with a real buffer for GL 2.x because the lack of shaders and therefore the objectColor uniform will require different handling.
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// It'd also prevent changing to core features only.
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderRow(int prim, int row, bool color)
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{
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if (gl.version < 3.f)
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{
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glBegin(prim);
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for (unsigned int i = mPrimStart[row]; i < mPrimStart[row + 1]; i++)
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{
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SkyVertex(0, c);
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if (color) glColor4ubv((GLubyte*)&mVertices[i].color);
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glTexCoord2fv(&mVertices[i].u);
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glVertex3fv(&mVertices[i].x);
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}
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glEnd();
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}
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// The total number of triangles per hemisphere can be calculated
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// as follows: rows * columns * 2 + 2 (for the top cap).
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for(r = 0; r < rows; r++)
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else
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{
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if (yflip)
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glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
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{
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int rc = mRows + 1;
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if (mode != SKYMODE_SECONDLAYER)
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{
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if (mode == SKYMODE_MAINLAYER && tex != NULL)
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{
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glBegin(GL_TRIANGLE_STRIP);
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SkyVertex(r + 1, 0);
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SkyVertex(r, 0);
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for(c = 1; c <= columns; c++)
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{
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SkyVertex(r + 1, c);
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SkyVertex(r, c);
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}
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glEnd();
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PalEntry pe = tex->tex->GetSkyCapColor(false);
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gl_RenderState.SetObjectColor(pe);
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gl_RenderState.EnableTexture(false);
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}
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else
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gl_RenderState.Apply();
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RenderRow(GL_TRIANGLE_FAN, 0, false);
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if (mode == SKYMODE_MAINLAYER && tex != NULL)
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{
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glBegin(GL_TRIANGLE_STRIP);
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SkyVertex(r, 0);
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SkyVertex(r + 1, 0);
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for(c = 1; c <= columns; c++)
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{
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SkyVertex(r, c);
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SkyVertex(r + 1, c);
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}
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glEnd();
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PalEntry pe = tex->tex->GetSkyCapColor(true);
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gl_RenderState.SetObjectColor(pe);
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}
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gl_RenderState.Apply();
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RenderRow(GL_TRIANGLE_FAN, rc, false);
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if (mode == SKYMODE_MAINLAYER && tex != NULL)
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{
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gl_RenderState.EnableTexture(true);
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}
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.Apply();
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for (int i = 1; i <= mRows; i++)
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{
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RenderRow(GL_TRIANGLE_STRIP, i, true);
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RenderRow(GL_TRIANGLE_STRIP, rc + i, true);
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}
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}
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@ -237,12 +275,11 @@ static void RenderSkyHemisphere(int hemi, bool mirror)
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//
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//
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//-----------------------------------------------------------------------------
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CVAR(Float, skyoffset, 0, 0) // for testing
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static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float y_offset, bool mirror)
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void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
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{
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int texh = 0;
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bool texscale = false;
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int texw = 0;
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// 57 world units roughly represent one sky texel for the glTranslate call.
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const float skyoffsetfactor = 57;
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@ -255,8 +292,9 @@ static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float
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texh = tex->TextureHeight(GLUSE_TEXTURE);
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glRotatef(-180.0f+x_offset, 0.f, 1.f, 0.f);
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yAdd = y_offset/texh;
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float xscale = 1024.f / float(texw);
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float yscale = 1.f;
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if (texh < 200)
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{
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glTranslatef(0.f, -1250.f, 0.f);
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@ -271,37 +309,25 @@ static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float
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{
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glTranslatef(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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glScalef(1.f, 1.2f * 1.17f, 1.f);
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glScalef(1.f, 240.f / texh, 1.f);
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glMatrixMode(GL_MODELVIEW);
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texscale = true;
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yscale = 240.f / texh;
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}
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glScalef(mirror? -xscale : xscale, yscale, 1.f);
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glTranslatef(1.f, y_offset / texh, 1.f);
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glMatrixMode(GL_MODELVIEW);
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}
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(false);
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gl_RenderState.SetObjectColor(pe);
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}
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GLRenderer->mSkyVBO->RenderDome(tex, mode);
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RenderSkyHemisphere(SKYHEMI_UPPER, mirror);
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(true);
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gl_RenderState.SetObjectColor(pe);
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}
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RenderSkyHemisphere(SKYHEMI_LOWER, mirror);
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if (texscale)
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if (tex)
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{
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (tex) glPopMatrix();
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}
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@ -527,12 +553,16 @@ void GLSkyPortal::DrawContents()
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}
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else
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{
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if (gl.version >= 3.f)
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{
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gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
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}
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if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
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if (origin->texture[0])
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{
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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RenderDome(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored);
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RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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}
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@ -541,19 +571,22 @@ void GLSkyPortal::DrawContents()
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if (origin->doublesky && origin->texture[1])
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{
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secondlayer=true;
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RenderDome(FNullTextureID(), origin->texture[1], origin->x_offset[1], origin->y_offset, false);
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secondlayer=false;
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RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
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}
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if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b))
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{
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gl_RenderState.EnableTexture(false);
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foglayer=true;
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gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f);
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RenderDome(FNullTextureID(), NULL, 0, 0, false);
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// for the fog layer we must temporarily disable the color part of the vertex buffer.
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glDisableClientState(GL_COLOR_ARRAY);
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RenderDome(NULL, 0, 0, false, FSkyVertexBuffer::SKYMODE_FOGLAYER);
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glEnableClientState(GL_COLOR_ARRAY);
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gl_RenderState.EnableTexture(true);
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foglayer=false;
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}
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if (gl.version >= 3.f)
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{
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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}
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}
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glPopMatrix();
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