mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
- fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer.
This commit is contained in:
parent
4e8a96aa0e
commit
e03696a6c9
1 changed files with 22 additions and 22 deletions
|
@ -119,7 +119,7 @@ void FSkyVertexBuffer::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 topAngle = (c / (float)mColumns * 360.f);
|
||||
FAngle sideAngle = maxSideAngle * (mRows - r) / mRows;
|
||||
float height = sideAngle.Sin();
|
||||
float realRadius = scale * sideAngle.Cos();
|
||||
|
@ -127,13 +127,13 @@ void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
|
|||
float z = (!zflip) ? scale * height : -scale * height;
|
||||
|
||||
FSkyVertex vert;
|
||||
|
||||
|
||||
vert.color = r == 0 ? 0xffffff : 0xffffffff;
|
||||
|
||||
|
||||
// And the texture coordinates.
|
||||
if(!zflip) // Flipped Y is for the lower hemisphere.
|
||||
if (!zflip) // Flipped Y is for the lower hemisphere.
|
||||
{
|
||||
vert.u = (-c / (float)mColumns) ;
|
||||
vert.u = (-c / (float)mColumns);
|
||||
vert.v = (r / (float)mRows);
|
||||
}
|
||||
else
|
||||
|
@ -142,7 +142,7 @@ void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
|
|||
vert.v = 1.0f + ((mRows - r) / (float)mRows);
|
||||
}
|
||||
|
||||
if (r != 4) z+=300;
|
||||
if (r != 4) z += 300;
|
||||
// And finally the vertex.
|
||||
vert.x = -pos.X; // Doom mirrors the sky vertically!
|
||||
vert.y = z - 1.f;
|
||||
|
@ -194,21 +194,21 @@ void FSkyVertexBuffer::CreateDome()
|
|||
// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
|
||||
|
||||
mVertices.Reserve(12);
|
||||
mVertices[0].Set( 1.0f, 1.0f, -1.0f);
|
||||
mVertices[1].Set( 1.0f, -1.0f, -1.0f);
|
||||
mVertices[2].Set(-1.0f, 0.0f, -1.0f);
|
||||
mVertices[0].Set(1.0f, 1.0f, -1.0f);
|
||||
mVertices[1].Set(1.0f, -1.0f, -1.0f);
|
||||
mVertices[2].Set(-1.0f, 0.0f, -1.0f);
|
||||
|
||||
mVertices[3].Set( 1.0f, 1.0f, -1.0f);
|
||||
mVertices[4].Set( 1.0f, -1.0f, -1.0f);
|
||||
mVertices[5].Set( 0.0f, 0.0f, 1.0f);
|
||||
mVertices[3].Set(1.0f, 1.0f, -1.0f);
|
||||
mVertices[4].Set(1.0f, -1.0f, -1.0f);
|
||||
mVertices[5].Set(0.0f, 0.0f, 1.0f);
|
||||
|
||||
mVertices[6].Set(-1.0f, 0.0f, -1.0f);
|
||||
mVertices[7].Set( 1.0f, 1.0f, -1.0f);
|
||||
mVertices[8].Set( 0.0f, 0.0f, 1.0f);
|
||||
mVertices[7].Set(1.0f, 1.0f, -1.0f);
|
||||
mVertices[8].Set(0.0f, 0.0f, 1.0f);
|
||||
|
||||
mVertices[9].Set(1.0f, -1.0f, -1.0f);
|
||||
mVertices[10].Set(-1.0f, 0.0f, -1.0f);
|
||||
mVertices[11].Set( 0.0f, 0.0f, 1.0f);
|
||||
mVertices[11].Set(0.0f, 0.0f, 1.0f);
|
||||
|
||||
mColumns = 128;
|
||||
mRows = 4;
|
||||
|
@ -358,7 +358,7 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
|
|||
gl_RenderState.EnableModelMatrix(true);
|
||||
|
||||
gl_RenderState.mModelMatrix.loadIdentity();
|
||||
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, 0.f, 1.f, 0.f);
|
||||
gl_RenderState.mModelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
|
||||
|
||||
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
|
||||
float yscale = 1.f;
|
||||
|
@ -366,18 +366,18 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
|
|||
{
|
||||
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
|
||||
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, 128/230.f, 1.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, 128 / 230.f, 1.f);
|
||||
yscale = 128 / texh; // intentionally left as integer.
|
||||
}
|
||||
else if (texh < 200)
|
||||
{
|
||||
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, texh/230.f, 1.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, texh / 230.f, 1.f);
|
||||
}
|
||||
else if (texh <= 240)
|
||||
{
|
||||
gl_RenderState.mModelMatrix.translate(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f);
|
||||
gl_RenderState.mModelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -387,12 +387,13 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
|
|||
}
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.loadIdentity();
|
||||
gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
|
||||
gl_RenderState.mTextureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
|
||||
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
|
||||
}
|
||||
|
||||
GLRenderer->mSkyVBO->RenderDome(tex, mode);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
}
|
||||
|
||||
|
||||
|
@ -493,7 +494,7 @@ void GLSkyPortal::DrawContents()
|
|||
bool oldClamp = gl_RenderState.SetDepthClamp(true);
|
||||
|
||||
gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
|
||||
GLRenderer->SetupView(0, 0, 0, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
GLRenderer->SetupView(0, 0, 0, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
|
||||
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
|
||||
|
@ -536,6 +537,5 @@ void GLSkyPortal::DrawContents()
|
|||
gl_RenderState.ApplyMatrices();
|
||||
glset.lightmode = oldlightmode;
|
||||
gl_RenderState.SetDepthClamp(oldClamp);
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue