mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
90 lines
2 KiB
C++
90 lines
2 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;
|
|
|
|
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> mPrimStart;
|
|
|
|
int mRows, mColumns;
|
|
|
|
// indices for sky cubemap faces
|
|
int mFaceStart[7];
|
|
int mSideStart;
|
|
|
|
void SkyVertex(int r, int c, bool yflip);
|
|
void CreateSkyHemisphere(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, bool apply = true);
|
|
void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled);
|
|
void RenderBox(FRenderState& state, FTextureID texno, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
|
|
|
|
};
|