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- moved the matrix math for the sky dome into backend independent code.
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bac435333b
commit
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5 changed files with 65 additions and 51 deletions
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@ -38,7 +38,6 @@
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#include "gl/shaders/gl_shader.h"
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EXTERN_CVAR(Float, skyoffset)
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//-----------------------------------------------------------------------------
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//
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//
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@ -118,57 +117,13 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
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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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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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if (tex)
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{
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, 0, -1, false);
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texw = tex->TextureWidth();
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texh = tex->TextureHeight();
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gl_RenderState.EnableModelMatrix(true);
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gl_RenderState.mModelMatrix.loadIdentity();
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gl_RenderState.mModelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
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float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
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float yscale = 1.f;
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if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
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{
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gl_RenderState.mModelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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gl_RenderState.mModelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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else if (texh < 128)
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{
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// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
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gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
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gl_RenderState.mModelMatrix.scale(1.f, 128 / 230.f, 1.f);
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yscale = 128 / texh; // intentionally left as integer.
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}
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else if (texh < 200)
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{
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gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
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gl_RenderState.mModelMatrix.scale(1.f, texh / 230.f, 1.f);
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}
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else if (texh <= 240)
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{
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gl_RenderState.mModelMatrix.translate(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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gl_RenderState.mModelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
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}
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else
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{
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gl_RenderState.mModelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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gl_RenderState.mModelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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gl_RenderState.EnableTextureMatrix(true);
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
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gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
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GLRenderer->mSkyVBO->SetupMatrices(tex, x_offset, y_offset, mirror, mode, gl_RenderState.mModelMatrix, gl_RenderState.mTextureMatrix);
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}
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GLRenderer->mSkyVBO->RenderDome(tex, mode);
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@ -59,7 +59,10 @@
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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 "r_sky.h"
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#include "textures/skyboxtexture.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hw_skydome.h"
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//-----------------------------------------------------------------------------
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@ -68,6 +71,7 @@
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// also shamelessly lifted from ZDoomGL! ;)
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//
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//-----------------------------------------------------------------------------
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EXTERN_CVAR(Float, skyoffset)
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//-----------------------------------------------------------------------------
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//
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@ -258,4 +262,52 @@ void FSkyDomeCreator::CreateDome()
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ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
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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::SetupMatrices(FMaterial *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix)
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{
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int texw = tex->TextureWidth();
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int texh = tex->TextureHeight();
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modelMatrix.loadIdentity();
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modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
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float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
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float yscale = 1.f;
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if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
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{
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modelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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else if (texh < 128)
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{
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// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
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modelMatrix.translate(0.f, -1250.f, 0.f);
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modelMatrix.scale(1.f, 128 / 230.f, 1.f);
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yscale = 128 / texh; // intentionally left as integer.
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}
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else if (texh < 200)
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{
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modelMatrix.translate(0.f, -1250.f, 0.f);
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modelMatrix.scale(1.f, texh / 230.f, 1.f);
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}
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else if (texh <= 240)
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{
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modelMatrix.translate(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
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}
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else
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{
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modelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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textureMatrix.loadIdentity();
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textureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
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textureMatrix.translate(1.f, y_offset / texh, 1.f);
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}
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@ -1,6 +1,9 @@
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#pragma once
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#include "v_palette.h"
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#include "r_data/matrix.h"
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class FMaterial;
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struct FSkyVertex
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{
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@ -60,7 +63,7 @@ public:
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FSkyDomeCreator();
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virtual ~FSkyDomeCreator();
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void RenderDome(FMaterial *tex, int mode);
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void SetupMatrices(FMaterial *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix);
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int FaceStart(int i)
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{
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@ -219,9 +219,6 @@ Mat4f PolySkyDome::GLSkyMath()
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int texh = 0;
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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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Mat4f modelMatrix = Mat4f::Identity();
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if (tex)
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{
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@ -47,4 +47,11 @@ extern int freelookviewheight;
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void R_InitSkyMap ();
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void R_UpdateSky (uint64_t mstime);
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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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#endif //__R_SKY_H__
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