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https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much. * made adjustment to the positioning math after redoing the mesh * Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game. * RRRA sky initialization fixed. It must be done after setting up the tiles.
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82bcd90755
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ab36b86a59
5 changed files with 48 additions and 14 deletions
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@ -62,6 +62,7 @@
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#include "hw_renderstate.h"
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#include "v_video.h"
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#include "hwrenderer/data/buffers.h"
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#include "version.h"
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//-----------------------------------------------------------------------------
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//
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@ -139,10 +140,10 @@ FSkyVertexBuffer::~FSkyVertexBuffer()
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//-----------------------------------------------------------------------------
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//
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//
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// todo: make both available at the same time.
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//
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//-----------------------------------------------------------------------------
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#ifndef BUILD_SKY
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void FSkyVertexBuffer::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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@ -179,8 +180,33 @@ void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
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mVertices.Push(vert);
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}
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#else
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void FSkyVertexBuffer::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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FVector2 pos = topAngle.ToVector(scale);
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float z = (!zflip) ? (mRows - r) * 4000.f : -(mRows - r) * 4000.f;
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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) r = mRows * 2 - r;
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vert.u = 0.5 + (-c / (float)mColumns);
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vert.v = (r / (float)(2*mRows));
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// And finally the vertex.
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vert.x = pos.X;
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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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#endif
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//-----------------------------------------------------------------------------
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//
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//
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@ -53,16 +53,21 @@ void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane,
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int remap = TRANSLATION(Translation_Remap + curbasepal, palette);
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int16_t const* dapskyoff = getpsky(picnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
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int tw = tileWidth(picnum);
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if ((1 << sizeToBits(tw)) < tw) dapskybits--; // Build math is weird.
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skytex = GetSkyTexture(picnum, dapskybits, dapskyoff, remap);
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realskybits = dapskybits;
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if (skytex) dapskybits = 0;
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else skytex = tileGetTexture(picnum);
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}
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float xpanning = plane == plane_ceiling ? sector->ceilingxpan_ : sector->floorxpan_;
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// dapyscale is not relvant for a sky dome.
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sky->y_scale = FixedToFloat(daptileyscale);
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sky->y_offset = dapyoffs*2;
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sky->x_offset = 0;// xpanning / (1 << (realskybits - dapskybits));
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sky->y_offset = dapyoffs*1.5;
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sky->x_offset = xpanning / (1 << (realskybits - dapskybits));
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sky->fadecolor = FadeColor;
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sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->texture = skytex;
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@ -65,22 +65,24 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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float texh = tex->GetDisplayHeight();
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auto& modelMatrix = state.mModelMatrix;
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auto& textureMatrix = state.mTextureMatrix;
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auto texskyoffset = tex->GetSkyOffset() + origin->y_offset + skyoffsettest;
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auto texskyoffset = tex->GetSkyOffset() + skyoffsettest;
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if (!(g_gameType & GAMEFLAG_PSEXHUMED)) texskyoffset += origin->y_offset;
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int repeat_fac = 1;
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if (texh <= 192)
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float repeat_fac = 1;
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if (texh <= 256)
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{
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repeat_fac = 384 / texh;
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texh *= repeat_fac;
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repeat_fac = 336.f / texh;
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texh = 336;
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}
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modelMatrix.loadIdentity();
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modelMatrix.rotate(-180.0f + origin->x_offset, 0.f, 1.f, 0.f);
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modelMatrix.translate(0.f, -40 + texskyoffset + (texh - 300) / 2 * skyoffsetfactor, 0.f);
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//modelMatrix.scale(1.f, 0.8f * 1.17f, 1.f);
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modelMatrix.translate(0.f, -40 + texskyoffset * skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, texh / 400.f, 1.f);
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textureMatrix.loadIdentity();
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textureMatrix.scale(-1.f, 0.5*repeat_fac, 1.f);
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textureMatrix.translate(1.f, 0/*origin->y_offset / texh*/, 1.f);
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state.EnableTextureMatrix(true);
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textureMatrix.scale(1.f, repeat_fac, 1.f);
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vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER);
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state.EnableTextureMatrix(false);
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}
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state.SetTextureMode(TM_NORMAL);
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if (origin->fadecolor & 0xffffff)
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@ -92,5 +92,6 @@ const int SAVEPICHEIGHT = 180;
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const int VID_MIN_WIDTH = 640;
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const int VID_MIN_HEIGHT = 400;
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#define NPOT_EMULATION
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#define BUILD_SKY
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#endif //__VERSION_H__
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@ -313,10 +313,10 @@ void GameInterface::app_init()
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if (engineInit())
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G_FatalEngineError();
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setupbackdrop();
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//Net_SendClientInfo();
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initTiles();
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setupbackdrop();
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genspriteremaps();
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SetupGameButtons();
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InitCheats();
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