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Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
261 lines
8.2 KiB
C++
261 lines
8.2 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2003-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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**
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** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
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**
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** for FSkyDomeCreator::SkyVertex only:
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**---------------------------------------------------------------------------
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** Copyright 2003 Tim Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "g_level.h"
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#include "w_wad.h"
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#include "r_state.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "textures/skyboxtexture.h"
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#include "hw_skydome.h"
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//-----------------------------------------------------------------------------
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//
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// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
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// also shamelessly lifted from ZDoomGL! ;)
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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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FSkyDomeCreator::FSkyDomeCreator()
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{
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CreateDome();
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}
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FSkyDomeCreator::~FSkyDomeCreator()
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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 FSkyDomeCreator::SkyVertex(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle sideAngle = maxSideAngle * float(mRows - r) / float(mRows);
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float height = sideAngle.Sin();
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float realRadius = scale * sideAngle.Cos();
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FVector2 pos = topAngle.ToVector(realRadius);
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float z = (!zflip) ? scale * height : -scale * height;
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FSkyVertex vert;
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vert.color = r == 0 ? 0xffffff : 0xffffffff;
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// And the texture coordinates.
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if (!zflip) // Flipped Y is for the lower hemisphere.
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{
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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) z += 300;
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// And finally the vertex.
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vert.x = -pos.X; // Doom mirrors the sky vertically!
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vert.y = z - 1.f;
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vert.z = pos.Y;
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mVertices.Push(vert);
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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 FSkyDomeCreator::CreateSkyHemisphere(int hemi)
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{
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int r, c;
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bool zflip = !!(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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SkyVertex(1, c, zflip);
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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 < mRows; r++)
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{
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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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SkyVertex(r + zflip, c, zflip);
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SkyVertex(r + 1 - zflip, c, zflip);
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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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//-----------------------------------------------------------------------------
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void FSkyDomeCreator::CreateDome()
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{
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// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
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mVertices.Reserve(12);
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mVertices[0].Set(1.0f, 1.0f, -1.0f);
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mVertices[1].Set(1.0f, -1.0f, -1.0f);
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mVertices[2].Set(-1.0f, 0.0f, -1.0f);
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mVertices[3].Set(1.0f, 1.0f, -1.0f);
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mVertices[4].Set(1.0f, -1.0f, -1.0f);
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mVertices[5].Set(0.0f, 0.0f, 1.0f);
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mVertices[6].Set(-1.0f, 0.0f, -1.0f);
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mVertices[7].Set(1.0f, 1.0f, -1.0f);
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mVertices[8].Set(0.0f, 0.0f, 1.0f);
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mVertices[9].Set(1.0f, -1.0f, -1.0f);
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mVertices[10].Set(-1.0f, 0.0f, -1.0f);
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mVertices[11].Set(0.0f, 0.0f, 1.0f);
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mColumns = 128;
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mRows = 4;
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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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mSideStart = mVertices.Size();
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mFaceStart[0] = mSideStart + 10;
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mFaceStart[1] = mFaceStart[0] + 4;
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mFaceStart[2] = mFaceStart[1] + 4;
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mFaceStart[3] = mFaceStart[2] + 4;
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mFaceStart[4] = mFaceStart[3] + 4;
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mFaceStart[5] = mFaceStart[4] + 4;
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mFaceStart[6] = mFaceStart[5] + 4;
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mVertices.Reserve(10 + 7*4);
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FSkyVertex *ptr = &mVertices[mSideStart];
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// all sides
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ptr[0].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[1].SetXYZ(128.f, -128.f, -128.f, 0, 1);
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ptr[2].SetXYZ(-128.f, 128.f, -128.f, 0.25f, 0);
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ptr[3].SetXYZ(-128.f, -128.f, -128.f, 0.25f, 1);
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ptr[4].SetXYZ(-128.f, 128.f, 128.f, 0.5f, 0);
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ptr[5].SetXYZ(-128.f, -128.f, 128.f, 0.5f, 1);
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ptr[6].SetXYZ(128.f, 128.f, 128.f, 0.75f, 0);
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ptr[7].SetXYZ(128.f, -128.f, 128.f, 0.75f, 1);
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ptr[8].SetXYZ(128.f, 128.f, -128.f, 1, 0);
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ptr[9].SetXYZ(128.f, -128.f, -128.f, 1, 1);
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// north face
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ptr[10].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[11].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
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ptr[12].SetXYZ(128.f, -128.f, -128.f, 0, 1);
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ptr[13].SetXYZ(-128.f, -128.f, -128.f, 1, 1);
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// east face
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ptr[14].SetXYZ(-128.f, 128.f, -128.f, 0, 0);
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ptr[15].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
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ptr[16].SetXYZ(-128.f, -128.f, -128.f, 0, 1);
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ptr[17].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
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// south face
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ptr[18].SetXYZ(-128.f, 128.f, 128.f, 0, 0);
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ptr[19].SetXYZ(128.f, 128.f, 128.f, 1, 0);
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ptr[20].SetXYZ(-128.f, -128.f, 128.f, 0, 1);
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ptr[21].SetXYZ(128.f, -128.f, 128.f, 1, 1);
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// west face
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ptr[22].SetXYZ(128.f, 128.f, 128.f, 0, 0);
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ptr[23].SetXYZ(128.f, 128.f, -128.f, 1, 0);
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ptr[24].SetXYZ(128.f, -128.f, 128.f, 0, 1);
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ptr[25].SetXYZ(128.f, -128.f, -128.f, 1, 1);
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// bottom face
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ptr[26].SetXYZ(128.f, -128.f, -128.f, 0, 0);
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ptr[27].SetXYZ(-128.f, -128.f, -128.f, 1, 0);
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ptr[28].SetXYZ(128.f, -128.f, 128.f, 0, 1);
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ptr[29].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
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// top face
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ptr[30].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[31].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
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ptr[32].SetXYZ(128.f, 128.f, 128.f, 0, 1);
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ptr[33].SetXYZ(-128.f, 128.f, 128.f, 1, 1);
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// top face flipped
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ptr[34].SetXYZ(128.f, 128.f, -128.f, 0, 1);
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ptr[35].SetXYZ(-128.f, 128.f, -128.f, 1, 1);
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ptr[36].SetXYZ(128.f, 128.f, 128.f, 0, 0);
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ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
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}
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