raze-gles/source/common/rendering/hwrenderer/data/hw_skydome.h
Christoph Oelckers c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00

100 lines
2.3 KiB
C++

#pragma once
#include "matrix.h"
#include "hwrenderer/data/buffers.h"
#include "hw_renderstate.h"
#include "skyboxtexture.h"
class FGameTexture;
class FRenderState;
class IVertexBuffer;
struct HWSkyPortal;
struct HWDrawInfo;
// 57 world units roughly represent one sky texel for the glTranslate call.
enum
{
skyoffsetfactor = 57
};
struct FSkyVertex
{
float x, y, z, u, v;
PalEntry color;
void Set(float xx, float zz, float yy, float uu=0, float vv=0, PalEntry col=0xffffffff)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
color = col;
}
void SetXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
{
x = xx;
y = yy;
z = zz;
u = uu;
v = vv;
color = col;
}
};
class FSkyVertexBuffer
{
friend struct HWSkyPortal;
public:
static const int SKYHEMI_UPPER = 1;
static const int SKYHEMI_LOWER = 2;
enum
{
SKYMODE_MAINLAYER = 0,
SKYMODE_SECONDLAYER = 1,
SKYMODE_FOGLAYER = 2
};
IVertexBuffer *mVertexBuffer;
TArray<FSkyVertex> mVertices;
TArray<unsigned int> mPrimStartDoom;
TArray<unsigned int> mPrimStartBuild;
int mRows, mColumns;
// indices for sky cubemap faces
int mFaceStart[7];
int mSideStart;
void SkyVertexDoom(int r, int c, bool yflip);
void SkyVertexBuild(int r, int c, bool yflip);
void CreateSkyHemisphereDoom(int hemi);
void CreateSkyHemisphereBuild(int hemi);
void CreateDome();
public:
FSkyVertexBuffer();
~FSkyVertexBuffer();
void SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix, bool tiled, float xscale = 0, float vertscale = 0);
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, nullptr);
}
int FaceStart(int i)
{
if (i >= 0 && i < 7) return mFaceStart[i];
else return mSideStart;
}
void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which);
void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0);
void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
};