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https://github.com/ZDoom/qzdoom-gpl.git
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Cube and dome sky modes
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1 changed files with 250 additions and 0 deletions
250
src/r_plane.cpp
250
src/r_plane.cpp
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@ -58,6 +58,7 @@
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_triangle.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -900,6 +901,245 @@ static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
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return composite;
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}
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static void R_DrawCubeSky(visplane_t *pl)
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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static TriVertex cube[6 * 6] =
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{
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// Top
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{ -1.0f, 1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.1f, 1.0f },
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{ 1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.1f, 1.0f },
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{ -1.0f, -1.0f, 0.6f, 1.0f, 1.0f, 0.1f, 1.0f },
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{ -1.0f, 1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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// Bottom
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{ 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.9f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.9f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.9f, 1.0f },
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// Front
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f },
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{ 1.0f, 1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ -1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ -1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f },
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// Back
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{ -1.0f, -1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f },
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{ -1.0f, -1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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// Right
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{ 1.0f, -1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f },
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{ 1.0f, -1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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// Left
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{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f },
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{ -1.0f, 1.0f, 0.6f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ -1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ -1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 2.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 2.0f, 1.0f }
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};
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z) * TriMatrix::scale(1000.0f, 1000.0f, 1000.0f);
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uint32_t solid_top = frontskytex->GetSkyCapColor(false);
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uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
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solid_top = RGB32k.RGB[(RPART(solid_top) >> 3)][(GPART(solid_top) >> 3)][(BPART(solid_top) >> 3)];
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solid_bottom = RGB32k.RGB[(RPART(solid_bottom) >> 3)][(GPART(solid_bottom) >> 3)][(BPART(solid_bottom) >> 3)];
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TriangleDrawer::fill(objectToWorld, cube, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_top);
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TriangleDrawer::fill(objectToWorld, cube + 6, 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, solid_bottom);
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TriangleDrawer::draw(objectToWorld, cube + 2 * 6, 4 * 6, TriangleDrawMode::Normal, false, x1, x2 - 1, uwal, dwal, frontskytex);
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}
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namespace
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{
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class SkyDome
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{
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public:
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SkyDome() { CreateDome(); }
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void Render(visplane_t *pl);
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private:
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TArray<TriVertex> mVertices;
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TArray<unsigned int> mPrimStart;
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int mRows, mColumns;
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(int row, visplane_t *pl);
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void RenderCapColorRow(int row, bool bottomCap, visplane_t *pl);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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};
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TriVertex SkyDome::SetVertex(float xx, float yy, float zz, float uu, float vv)
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{
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TriVertex v;
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v.x = xx;
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v.y = yy;
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v.z = zz;
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v.w = 1.0f;
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v.varying[0] = uu;
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v.varying[1] = vv;
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v.varying[2] = 1.0f;
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return v;
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}
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TriVertex SkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv)
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{
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TriVertex v;
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v.x = xx;
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v.y = zz;
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v.z = yy;
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v.w = 1.0f;
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v.varying[0] = uu;
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v.varying[1] = vv;
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v.varying[2] = 1.0f;
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return v;
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}
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void SkyDome::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 * (mRows - r) / 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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float u, v;
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//uint32_t 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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u = (-c / (float)mColumns);
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v = (r / (float)mRows);
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}
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else
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{
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u = (-c / (float)mColumns);
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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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TriVertex vert;
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vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v + 0.5f/*, color*/);
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mVertices.Push(vert);
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}
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void SkyDome::CreateSkyHemisphere(bool zflip)
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{
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int r, c;
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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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void SkyDome::CreateDome()
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{
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mColumns = 128;
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mRows = 4;
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CreateSkyHemisphere(false);
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CreateSkyHemisphere(true);
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mPrimStart.Push(mVertices.Size());
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}
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void SkyDome::RenderRow(int row, visplane_t *pl)
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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TriangleDrawer::draw(objectToWorld, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, x1, x2 - 1, uwal, dwal, frontskytex);
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}
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void SkyDome::RenderCapColorRow(int row, bool bottomCap, visplane_t *pl)
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{
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uint32_t solid = frontskytex->GetSkyCapColor(bottomCap);
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solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
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TriangleDrawer::fill(objectToWorld, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, x1, x2 - 1, uwal, dwal, solid);
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}
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void SkyDome::Render(visplane_t *pl)
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{
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int rc = mRows + 1;
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// No need to draw this as the software renderer can't look that high anyway
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//RenderCapColorRow(0, false, pl);
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//RenderCapColorRow(rc, true, pl);
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for (int i = 1; i <= mRows; i++)
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{
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RenderRow(i, pl);
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RenderRow(rc + i, pl);
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}
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}
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}
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static void R_DrawDomeSky(visplane_t *pl)
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{
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static SkyDome skydome;
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skydome.Render(pl);
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}
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static void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
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{
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uint32_t height = frontskytex->GetHeight();
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@ -1064,6 +1304,16 @@ static void R_DrawSky (visplane_t *pl)
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R_DrawCapSky(pl);
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return;
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}
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else if (r_skymode == 3)
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{
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R_DrawCubeSky(pl);
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return;
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}
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else if (r_skymode == 4)
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{
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R_DrawDomeSky(pl);
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return;
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}
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int x;
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float swal;
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