mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
188 lines
5.1 KiB
C++
188 lines
5.1 KiB
C++
/*
|
|
** Sky dome rendering
|
|
** Copyright(C) 2003-2016 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** This program is free software: you can redistribute it and/or modify
|
|
** it under the terms of the GNU Lesser General Public License as published by
|
|
** the Free Software Foundation, either version 3 of the License, or
|
|
** (at your option) any later version.
|
|
**
|
|
** This program is distributed in the hope that it will be useful,
|
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
** GNU Lesser General Public License for more details.
|
|
**
|
|
** You should have received a copy of the GNU Lesser General Public License
|
|
** along with this program. If not, see http:**www.gnu.org/licenses/
|
|
**
|
|
** Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include "templates.h"
|
|
#include "doomdef.h"
|
|
#include "sbar.h"
|
|
#include "r_data/r_translate.h"
|
|
#include "poly_sky.h"
|
|
#include "poly_portal.h"
|
|
#include "r_sky.h" // for skyflatnum
|
|
#include "g_levellocals.h"
|
|
#include "swrenderer/scene/r_light.h"
|
|
|
|
PolySkyDome::PolySkyDome()
|
|
{
|
|
CreateDome();
|
|
}
|
|
|
|
void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|
{
|
|
FTextureID sky1tex, sky2tex;
|
|
bool foggy = false;
|
|
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
|
|
sky1tex = sky2texture;
|
|
else
|
|
sky1tex = sky1texture;
|
|
sky2tex = sky2texture;
|
|
|
|
FTexture *frontskytex = TexMan(sky1tex, true);
|
|
FTexture *backskytex = nullptr;
|
|
if (level.flags & LEVEL_DOUBLESKY)
|
|
backskytex = TexMan(sky2tex, true);
|
|
|
|
const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
|
|
TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z);
|
|
objectToClip = worldToClip * objectToWorld;
|
|
|
|
int rc = mRows + 1;
|
|
|
|
PolyDrawArgs args;
|
|
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
|
|
args.uniforms.light = 256;
|
|
args.uniforms.flags = 0;
|
|
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
|
args.objectToClip = &objectToClip;
|
|
args.stenciltestvalue = 255;
|
|
args.stencilwritevalue = 1;
|
|
args.SetColormap(&NormalLight);
|
|
args.SetClipPlane(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
RenderCapColorRow(args, frontskytex, 0, false);
|
|
RenderCapColorRow(args, frontskytex, rc, true);
|
|
|
|
args.SetTexture(frontskytex);
|
|
|
|
uint32_t topcapcolor = frontskytex->GetSkyCapColor(false);
|
|
uint32_t bottomcapcolor = frontskytex->GetSkyCapColor(true);
|
|
|
|
for (int i = 1; i <= mRows; i++)
|
|
{
|
|
RenderRow(args, i, topcapcolor);
|
|
RenderRow(args, rc + i, bottomcapcolor);
|
|
}
|
|
}
|
|
|
|
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor)
|
|
{
|
|
args.vinput = &mVertices[mPrimStart[row]];
|
|
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
|
|
args.mode = TriangleDrawMode::Strip;
|
|
args.ccw = false;
|
|
args.uniforms.color = capcolor;
|
|
args.blendmode = TriBlendMode::Skycap;
|
|
PolyTriangleDrawer::draw(args);
|
|
}
|
|
|
|
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
|
|
{
|
|
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
|
|
if (!PolyRenderer::Instance()->Thread.Viewport->RenderTarget->IsBgra())
|
|
solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
|
|
|
|
args.vinput = &mVertices[mPrimStart[row]];
|
|
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
|
|
args.mode = TriangleDrawMode::Fan;
|
|
args.ccw = bottomCap;
|
|
args.uniforms.color = solid;
|
|
args.blendmode = TriBlendMode::Copy;
|
|
PolyTriangleDrawer::draw(args);
|
|
}
|
|
|
|
void PolySkyDome::CreateDome()
|
|
{
|
|
mColumns = 16;// 128;
|
|
mRows = 4;
|
|
CreateSkyHemisphere(false);
|
|
CreateSkyHemisphere(true);
|
|
mPrimStart.Push(mVertices.Size());
|
|
}
|
|
|
|
void PolySkyDome::CreateSkyHemisphere(bool zflip)
|
|
{
|
|
int r, c;
|
|
|
|
mPrimStart.Push(mVertices.Size());
|
|
|
|
for (c = 0; c < mColumns; c++)
|
|
{
|
|
SkyVertex(1, c, zflip);
|
|
}
|
|
|
|
// The total number of triangles per hemisphere can be calculated
|
|
// as follows: rows * columns * 2 + 2 (for the top cap).
|
|
for (r = 0; r < mRows; r++)
|
|
{
|
|
mPrimStart.Push(mVertices.Size());
|
|
for (c = 0; c <= mColumns; c++)
|
|
{
|
|
SkyVertex(r + zflip, c, zflip);
|
|
SkyVertex(r + 1 - zflip, c, zflip);
|
|
}
|
|
}
|
|
}
|
|
|
|
TriVertex PolySkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv)
|
|
{
|
|
TriVertex v;
|
|
v.x = xx;
|
|
v.y = zz;
|
|
v.z = yy;
|
|
v.w = 1.0f;
|
|
v.varying[0] = uu;
|
|
v.varying[1] = vv;
|
|
return v;
|
|
}
|
|
|
|
void PolySkyDome::SkyVertex(int r, int c, bool zflip)
|
|
{
|
|
static const FAngle maxSideAngle = 60.f;
|
|
static const float scale = 10000.;
|
|
|
|
FAngle topAngle = (c / (float)mColumns * 360.f);
|
|
FAngle sideAngle = maxSideAngle * (float)(mRows - r) / (float)mRows;
|
|
float height = sideAngle.Sin();
|
|
float realRadius = scale * sideAngle.Cos();
|
|
FVector2 pos = topAngle.ToVector(realRadius);
|
|
float z = (!zflip) ? scale * height : -scale * height;
|
|
|
|
float u, v;
|
|
|
|
// And the texture coordinates.
|
|
if (!zflip) // Flipped Y is for the lower hemisphere.
|
|
{
|
|
u = (-c / (float)mColumns);
|
|
v = (r / (float)mRows);
|
|
}
|
|
else
|
|
{
|
|
u = (-c / (float)mColumns);
|
|
v = 1.0f + ((mRows - r) / (float)mRows);
|
|
}
|
|
|
|
if (r != 4) z += 300;
|
|
|
|
// And finally the vertex.
|
|
TriVertex vert;
|
|
vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v * 1.2f - 0.5f);
|
|
mVertices.Push(vert);
|
|
}
|