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c303884274
* 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.
564 lines
17 KiB
C++
564 lines
17 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2003-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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**
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** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
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**
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** for FSkyVertexBuffer::SkyVertex only:
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**---------------------------------------------------------------------------
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** Copyright 2003 Tim Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "bitmap.h"
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#include "skyboxtexture.h"
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#include "hw_material.h"
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#include "hw_skydome.h"
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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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// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
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// also shamelessly lifted from ZDoomGL! ;)
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//
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//-----------------------------------------------------------------------------
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CVAR(Float, skyoffset, 0, 0) // for testing
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struct SkyColor
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{
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FTextureID Texture;
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std::pair<PalEntry, PalEntry> Colors;
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};
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static TArray<SkyColor> SkyColors;
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std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex)
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{
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for (auto& sky : SkyColors)
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{
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if (sky.Texture == tex->GetID()) return sky.Colors;
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}
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auto itex = tex->GetTexture();
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SkyColor sky;
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FBitmap bitmap = itex->GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels();
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if (buffer)
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{
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sky.Colors.first = averageColor((uint32_t*)buffer, w * MIN(30, h), 0);
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if (h > 30)
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{
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sky.Colors.second = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0);
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}
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else sky.Colors.second = sky.Colors.first;
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}
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sky.Texture = tex->GetID();
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SkyColors.Push(sky);
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return SkyColors.Last().Colors;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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FSkyVertexBuffer::FSkyVertexBuffer()
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{
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CreateDome();
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mVertexBuffer = screen->CreateVertexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FSkyVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FSkyVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(FSkyVertex, color) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(FSkyVertex), format);
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mVertexBuffer->SetData(mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], true);
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}
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FSkyVertexBuffer::~FSkyVertexBuffer()
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{
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delete mVertexBuffer;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::SkyVertexDoom(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 * float(mRows - r) / float(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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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) // Flipped Y is for the lower hemisphere.
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{
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vert.u = (-c / (float)mColumns);
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vert.v = (r / (float)mRows);
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}
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else
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{
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vert.u = (-c / (float)mColumns);
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vert.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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vert.x = -pos.X; // Doom mirrors the sky vertically!
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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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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::SkyVertexBuild(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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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::CreateSkyHemisphereDoom(int hemi)
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{
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int r, c;
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bool zflip = !!(hemi & SKYHEMI_LOWER);
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mPrimStartDoom.Push(mVertices.Size());
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for (c = 0; c < mColumns; c++)
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{
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SkyVertexDoom(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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mPrimStartDoom.Push(mVertices.Size());
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for (c = 0; c <= mColumns; c++)
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{
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SkyVertexDoom(r + zflip, c, zflip);
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SkyVertexDoom(r + 1 - zflip, c, zflip);
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::CreateSkyHemisphereBuild(int hemi)
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{
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int r, c;
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bool zflip = !!(hemi & SKYHEMI_LOWER);
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mPrimStartBuild.Push(mVertices.Size());
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for (c = 0; c < mColumns; c++)
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{
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SkyVertexBuild(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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mPrimStartBuild.Push(mVertices.Size());
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for (c = 0; c <= mColumns; c++)
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{
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SkyVertexBuild(r + zflip, c, zflip);
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SkyVertexBuild(r + 1 - zflip, c, zflip);
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::CreateDome()
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{
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// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
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mVertices.Reserve(12);
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mVertices[0].Set(1.0f, 1.0f, -1.0f);
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mVertices[1].Set(1.0f, -1.0f, -1.0f);
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mVertices[2].Set(-1.0f, 0.0f, -1.0f);
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mVertices[3].Set(1.0f, 1.0f, -1.0f);
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mVertices[4].Set(1.0f, -1.0f, -1.0f);
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mVertices[5].Set(0.0f, 0.0f, 1.0f);
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mVertices[6].Set(-1.0f, 0.0f, -1.0f);
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mVertices[7].Set(1.0f, 1.0f, -1.0f);
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mVertices[8].Set(0.0f, 0.0f, 1.0f);
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mVertices[9].Set(1.0f, -1.0f, -1.0f);
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mVertices[10].Set(-1.0f, 0.0f, -1.0f);
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mVertices[11].Set(0.0f, 0.0f, 1.0f);
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mColumns = 128;
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mRows = 4;
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CreateSkyHemisphereDoom(SKYHEMI_UPPER);
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CreateSkyHemisphereDoom(SKYHEMI_LOWER);
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mPrimStartDoom.Push(mVertices.Size());
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CreateSkyHemisphereBuild(SKYHEMI_UPPER);
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CreateSkyHemisphereBuild(SKYHEMI_LOWER);
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mPrimStartBuild.Push(mVertices.Size());
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mSideStart = mVertices.Size();
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mFaceStart[0] = mSideStart + 10;
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mFaceStart[1] = mFaceStart[0] + 4;
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mFaceStart[2] = mFaceStart[1] + 4;
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mFaceStart[3] = mFaceStart[2] + 4;
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mFaceStart[4] = mFaceStart[3] + 4;
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mFaceStart[5] = mFaceStart[4] + 4;
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mFaceStart[6] = mFaceStart[5] + 4;
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mVertices.Reserve(10 + 7*4);
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FSkyVertex *ptr = &mVertices[mSideStart];
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// all sides
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ptr[0].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[1].SetXYZ(128.f, -128.f, -128.f, 0, 1);
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ptr[2].SetXYZ(-128.f, 128.f, -128.f, 0.25f, 0);
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ptr[3].SetXYZ(-128.f, -128.f, -128.f, 0.25f, 1);
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ptr[4].SetXYZ(-128.f, 128.f, 128.f, 0.5f, 0);
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ptr[5].SetXYZ(-128.f, -128.f, 128.f, 0.5f, 1);
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ptr[6].SetXYZ(128.f, 128.f, 128.f, 0.75f, 0);
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ptr[7].SetXYZ(128.f, -128.f, 128.f, 0.75f, 1);
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ptr[8].SetXYZ(128.f, 128.f, -128.f, 1, 0);
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ptr[9].SetXYZ(128.f, -128.f, -128.f, 1, 1);
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// north face
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ptr[10].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[11].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
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ptr[12].SetXYZ(128.f, -128.f, -128.f, 0, 1);
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ptr[13].SetXYZ(-128.f, -128.f, -128.f, 1, 1);
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// east face
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ptr[14].SetXYZ(-128.f, 128.f, -128.f, 0, 0);
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ptr[15].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
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ptr[16].SetXYZ(-128.f, -128.f, -128.f, 0, 1);
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ptr[17].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
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// south face
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ptr[18].SetXYZ(-128.f, 128.f, 128.f, 0, 0);
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ptr[19].SetXYZ(128.f, 128.f, 128.f, 1, 0);
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ptr[20].SetXYZ(-128.f, -128.f, 128.f, 0, 1);
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ptr[21].SetXYZ(128.f, -128.f, 128.f, 1, 1);
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// west face
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ptr[22].SetXYZ(128.f, 128.f, 128.f, 0, 0);
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ptr[23].SetXYZ(128.f, 128.f, -128.f, 1, 0);
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ptr[24].SetXYZ(128.f, -128.f, 128.f, 0, 1);
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ptr[25].SetXYZ(128.f, -128.f, -128.f, 1, 1);
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// bottom face
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ptr[26].SetXYZ(128.f, -128.f, -128.f, 0, 0);
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ptr[27].SetXYZ(-128.f, -128.f, -128.f, 1, 0);
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ptr[28].SetXYZ(128.f, -128.f, 128.f, 0, 1);
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ptr[29].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
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// top face
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ptr[30].SetXYZ(128.f, 128.f, -128.f, 0, 0);
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ptr[31].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
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ptr[32].SetXYZ(128.f, 128.f, 128.f, 0, 1);
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ptr[33].SetXYZ(-128.f, 128.f, 128.f, 1, 1);
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// top face flipped
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ptr[34].SetXYZ(128.f, 128.f, -128.f, 0, 1);
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ptr[35].SetXYZ(-128.f, 128.f, -128.f, 1, 1);
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ptr[36].SetXYZ(128.f, 128.f, 128.f, 0, 0);
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ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix, bool tiled, float xscale, float yscale)
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{
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float texw = tex->GetDisplayWidth();
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float texh = tex->GetDisplayHeight();
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modelMatrix.loadIdentity();
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modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
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if (xscale == 0) xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
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auto texskyoffset = tex->GetSkyOffset() + skyoffset;
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if (yscale == 0)
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{
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if (texh <= 128 && tiled)
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{
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modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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else if (texh < 128)
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{
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// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
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modelMatrix.translate(0.f, -1250.f, 0.f);
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modelMatrix.scale(1.f, 128 / 230.f, 1.f);
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yscale = float(128 / texh); // intentionally left as integer.
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}
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else if (texh < 200)
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{
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modelMatrix.translate(0.f, -1250.f, 0.f);
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modelMatrix.scale(1.f, texh / 230.f, 1.f);
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}
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else if (texh <= 240)
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{
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modelMatrix.translate(0.f, (200 - texh + texskyoffset) * skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
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}
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else
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{
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modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
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yscale = 240.f / texh;
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}
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}
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else
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{
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modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
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modelMatrix.scale(1.f, 0.8f * 1.17f, 1.f);
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}
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textureMatrix.loadIdentity();
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textureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
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textureMatrix.translate(1.f, y_offset / texh, 1.f);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply)
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{
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state.Draw(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which)
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{
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auto& primStart = which ? mPrimStartBuild : mPrimStartDoom;
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if (tex && tex->isValid())
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{
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state.SetMaterial(tex, UF_Texture, 0, CLAMP_NONE, 0, -1);
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state.EnableModelMatrix(true);
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state.EnableTextureMatrix(true);
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}
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int rc = mRows + 1;
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// The caps only get drawn for the main layer but not for the overlay.
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != nullptr)
|
||
{
|
||
auto& col = R_GetSkyCapColor(tex);
|
||
state.SetObjectColor(col.first);
|
||
state.EnableTexture(false);
|
||
RenderRow(state, DT_TriangleFan, 0, primStart);
|
||
|
||
state.SetObjectColor(col.second);
|
||
RenderRow(state, DT_TriangleFan, rc, primStart);
|
||
state.EnableTexture(true);
|
||
}
|
||
state.SetObjectColor(0xffffffff);
|
||
for (int i = 1; i <= mRows; i++)
|
||
{
|
||
RenderRow(state, DT_TriangleStrip, i, primStart, i == 1);
|
||
RenderRow(state, DT_TriangleStrip, rc + i, primStart, false);
|
||
}
|
||
|
||
state.EnableTextureMatrix(false);
|
||
state.EnableModelMatrix(false);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// This is only for Doom-style skies.
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale, float yscale)
|
||
{
|
||
if (tex)
|
||
{
|
||
SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled, xscale, yscale);
|
||
}
|
||
RenderDome(state, tex, mode, false);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
|
||
{
|
||
int faces;
|
||
|
||
state.EnableModelMatrix(true);
|
||
state.mModelMatrix.loadIdentity();
|
||
state.mModelMatrix.scale(1, 1 / stretch, 1); // Undo the map's vertical scaling as skyboxes are true cubes.
|
||
|
||
if (!sky2)
|
||
state.mModelMatrix.rotate(-180.0f + x_offset, skyrotatevector.X, skyrotatevector.Z, skyrotatevector.Y);
|
||
else
|
||
state.mModelMatrix.rotate(-180.0f + x_offset, skyrotatevector2.X, skyrotatevector2.Z, skyrotatevector2.Y);
|
||
|
||
if (tex->GetSkyFace(5))
|
||
{
|
||
faces = 4;
|
||
|
||
// north
|
||
state.SetMaterial(tex->GetSkyFace(0), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(0), 4);
|
||
|
||
// east
|
||
state.SetMaterial(tex->GetSkyFace(1), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(1), 4);
|
||
|
||
// south
|
||
state.SetMaterial(tex->GetSkyFace(2), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(2), 4);
|
||
|
||
// west
|
||
state.SetMaterial(tex->GetSkyFace(3), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(3), 4);
|
||
}
|
||
else
|
||
{
|
||
faces = 1;
|
||
state.SetMaterial(tex->GetSkyFace(0), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(-1), 10);
|
||
}
|
||
|
||
// top
|
||
state.SetMaterial(tex->GetSkyFace(faces), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(tex->GetSkyFlip() ? 6 : 5), 4);
|
||
|
||
// bottom
|
||
state.SetMaterial(tex->GetSkyFace(faces + 1), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(4), 4);
|
||
|
||
state.EnableModelMatrix(false);
|
||
}
|
||
|