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	OpenGL Skybox
OpenGL skyboxes. Slight change to sky vertical offsetting.
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					 4 changed files with 224 additions and 5 deletions
				
			
		|  | @ -4304,6 +4304,8 @@ static void HWR_DrawSkyBackground(player_t *player) | |||
| 
 | ||||
| 	v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; | ||||
| 
 | ||||
| 	// X
 | ||||
| 
 | ||||
| 	if (textures[skytexture]->width > 256) | ||||
| 		angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0]) | ||||
| 						/((float)textures[skytexture]->width/256.0f)) | ||||
|  | @ -4318,9 +4320,19 @@ static void HWR_DrawSkyBackground(player_t *player) | |||
| 	v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2); | ||||
| 	v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2); | ||||
| 
 | ||||
| 
 | ||||
| 	// Y
 | ||||
| 
 | ||||
| 	if (textures[skytexture]->height > 256) | ||||
| 		angle = (angle_t)((float)(aimingangle) | ||||
| 						*(256.0f/(float)textures[skytexture]->height)) | ||||
| 							%(ANGLE_90-1); // Just so that looking up and down scales right
 | ||||
| 	else | ||||
| 		angle = (aimingangle); | ||||
| 
 | ||||
| 	f = (float)((textures[skytexture]->height/2) | ||||
| 	            * FIXED_TO_FLOAT(FINETANGENT((2048 | ||||
| 	 - ((INT32)aimingangle>>(ANGLETOFINESHIFT + 1))) & FINEMASK))); | ||||
| 	 - ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK))); | ||||
| 
 | ||||
| 	v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2); | ||||
| 	v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2); | ||||
|  | @ -4387,9 +4399,9 @@ void HWR_SetViewSize(void) | |||
| } | ||||
| 
 | ||||
| // ==========================================================================
 | ||||
| //
 | ||||
| // Same as rendering the player view, but from the skybox object
 | ||||
| // ==========================================================================
 | ||||
| void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) | ||||
| void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) | ||||
| { | ||||
| 	const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd); | ||||
| 	FTransform stransform; | ||||
|  | @ -4406,7 +4418,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) | |||
| 	} | ||||
| 
 | ||||
| 	// note: sets viewangle, viewx, viewy, viewz
 | ||||
| 	R_SetupFrame(player, false); | ||||
| 	R_SkyboxFrame(player); | ||||
| 
 | ||||
| 	// copy view cam position for local use
 | ||||
| 	dup_viewx = viewx; | ||||
|  | @ -4585,6 +4597,210 @@ if (0) | |||
| 	HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE); | ||||
| } | ||||
| 
 | ||||
| // ==========================================================================
 | ||||
| //
 | ||||
| // ==========================================================================
 | ||||
| void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) | ||||
| { | ||||
| 	const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd); | ||||
| 	FTransform stransform; | ||||
| 
 | ||||
| 	const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
 | ||||
| 
 | ||||
| 	if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
 | ||||
| 		HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
 | ||||
| 
 | ||||
| 	{ | ||||
| 		// do we really need to save player (is it not the same)?
 | ||||
| 		player_t *saved_player = stplyr; | ||||
| 		stplyr = player; | ||||
| 		ST_doPaletteStuff(); | ||||
| 		stplyr = saved_player; | ||||
| #ifdef ALAM_LIGHTING | ||||
| 		HWR_SetLights(viewnumber); | ||||
| #endif | ||||
| 	} | ||||
| 
 | ||||
| 	// note: sets viewangle, viewx, viewy, viewz
 | ||||
| 	R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here
 | ||||
| 
 | ||||
| 	// copy view cam position for local use
 | ||||
| 	dup_viewx = viewx; | ||||
| 	dup_viewy = viewy; | ||||
| 	dup_viewz = viewz; | ||||
| 	dup_viewangle = viewangle; | ||||
| 
 | ||||
| 	// set window position
 | ||||
| 	gr_centery = gr_basecentery; | ||||
| 	gr_viewwindowy = gr_baseviewwindowy; | ||||
| 	gr_windowcentery = gr_basewindowcentery; | ||||
| 	if (splitscreen && viewnumber == 1) | ||||
| 	{ | ||||
| 		gr_viewwindowy += (vid.height/2); | ||||
| 		gr_windowcentery += (vid.height/2); | ||||
| 	} | ||||
| 
 | ||||
| 	// check for new console commands.
 | ||||
| 	NetUpdate(); | ||||
| 
 | ||||
| 	gr_viewx = FIXED_TO_FLOAT(dup_viewx); | ||||
| 	gr_viewy = FIXED_TO_FLOAT(dup_viewy); | ||||
| 	gr_viewz = FIXED_TO_FLOAT(dup_viewz); | ||||
| 	gr_viewsin = FIXED_TO_FLOAT(viewsin); | ||||
| 	gr_viewcos = FIXED_TO_FLOAT(viewcos); | ||||
| 
 | ||||
| 	gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT)); | ||||
| 	gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT)); | ||||
| 
 | ||||
| 	//04/01/2000: Hurdler: added for T&L
 | ||||
| 	//                     It should replace all other gr_viewxxx when finished
 | ||||
| 	atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); | ||||
| 	atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); | ||||
| 	atransform.x      = gr_viewx;  // FIXED_TO_FLOAT(viewx)
 | ||||
| 	atransform.y      = gr_viewy;  // FIXED_TO_FLOAT(viewy)
 | ||||
| 	atransform.z      = gr_viewz;  // FIXED_TO_FLOAT(viewz)
 | ||||
| 	atransform.scalex = 1; | ||||
| 	atransform.scaley = ORIGINAL_ASPECT; | ||||
| 	atransform.scalez = 1; | ||||
| 	atransform.fovxangle = fpov; // Tails
 | ||||
| 	atransform.fovyangle = fpov; // Tails
 | ||||
| 	atransform.splitscreen = splitscreen; | ||||
| 
 | ||||
| 	// Transform for sprites
 | ||||
| 	stransform.anglex = 0.0f; | ||||
| 	stransform.angley = -270.0f; | ||||
| 	stransform.x      = 0.0f; | ||||
| 	stransform.y      = 0.0f; | ||||
| 	stransform.z      = 0.0f; | ||||
| 	stransform.scalex = 1; | ||||
| 	stransform.scaley = 1; | ||||
| 	stransform.scalez = 1; | ||||
| 	stransform.fovxangle = 90.0f; | ||||
| 	stransform.fovyangle = 90.0f; | ||||
| 	stransform.splitscreen = splitscreen; | ||||
| 
 | ||||
| 	gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); | ||||
| 
 | ||||
| 	//------------------------------------------------------------------------
 | ||||
| 	HWR_ClearView(); | ||||
| 
 | ||||
| if (0) | ||||
| { // I don't think this is ever used.
 | ||||
| 	if (cv_grfog.value) | ||||
| 		HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
 | ||||
| 	else | ||||
| 		HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
 | ||||
| } | ||||
| 
 | ||||
| #ifndef _NDS | ||||
| 	if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
 | ||||
| 		HWR_DrawSkyBackground(player); | ||||
| #else | ||||
| 	(void)HWR_DrawSkyBackground; | ||||
| #endif | ||||
| 
 | ||||
| 	//Hurdler: it doesn't work in splitscreen mode
 | ||||
| 	drawsky = splitscreen; | ||||
| 
 | ||||
| 	HWR_ClearSprites(); | ||||
| 
 | ||||
| #ifdef SORTING | ||||
| 	drawcount = 0; | ||||
| #endif | ||||
| 	HWR_ClearClipSegs(); | ||||
| 
 | ||||
| 	//04/01/2000: Hurdler: added for T&L
 | ||||
| 	//                     Actually it only works on Walls and Planes
 | ||||
| 	HWD.pfnSetTransform(&atransform); | ||||
| 
 | ||||
| 	validcount++; | ||||
| 
 | ||||
| 	HWR_RenderBSPNode((INT32)numnodes-1); | ||||
| 
 | ||||
| 	// Make a viewangle int so we can render things based on mouselook
 | ||||
| 	if (player == &players[consoleplayer]) | ||||
| 		viewangle = localaiming; | ||||
| 	else if (splitscreen && player == &players[secondarydisplayplayer]) | ||||
| 		viewangle = localaiming2; | ||||
| 
 | ||||
| 	// Handle stuff when you are looking farther up or down.
 | ||||
| 	if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT)) | ||||
| 	{ | ||||
| 		dup_viewangle += ANGLE_90; | ||||
| 		HWR_ClearClipSegs(); | ||||
| 		HWR_RenderBSPNode((INT32)numnodes-1); //left
 | ||||
| 
 | ||||
| 		dup_viewangle += ANGLE_90; | ||||
| 		if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45)) | ||||
| 		{ | ||||
| 			HWR_ClearClipSegs(); | ||||
| 			HWR_RenderBSPNode((INT32)numnodes-1); //back
 | ||||
| 		} | ||||
| 
 | ||||
| 		dup_viewangle += ANGLE_90; | ||||
| 		HWR_ClearClipSegs(); | ||||
| 		HWR_RenderBSPNode((INT32)numnodes-1); //right
 | ||||
| 
 | ||||
| 		dup_viewangle += ANGLE_90; | ||||
| 	} | ||||
| 
 | ||||
| 	// Check for new console commands.
 | ||||
| 	NetUpdate(); | ||||
| 
 | ||||
| #ifdef ALAM_LIGHTING | ||||
| 	//14/11/99: Hurdler: moved here because it doesn't work with
 | ||||
| 	// subsector, see other comments;
 | ||||
| 	HWR_ResetLights(); | ||||
| #endif | ||||
| 
 | ||||
| 	// Draw MD2 and sprites
 | ||||
| #ifdef SORTING | ||||
| 	HWR_SortVisSprites(); | ||||
| #endif | ||||
| 	HWR_DrawMD2S(); | ||||
| 
 | ||||
| 	// Draw the sprites with trivial transform
 | ||||
| 	HWD.pfnSetTransform(&stransform); | ||||
| #ifdef SORTING | ||||
| 	HWR_DrawSprites(); | ||||
| #endif | ||||
| #ifdef NEWCORONAS | ||||
| 	//Hurdler: they must be drawn before translucent planes, what about gl fog?
 | ||||
| 	HWR_DrawCoronas(); | ||||
| #endif | ||||
| 
 | ||||
| #ifdef SORTING | ||||
| 	if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
 | ||||
| 	{ | ||||
| 		HWR_CreateDrawNodes(); | ||||
| 	} | ||||
| #else | ||||
| 	if (numfloors || numwalls) | ||||
| 	{ | ||||
| 		HWD.pfnSetTransform(&atransform); | ||||
| 		if (numfloors) | ||||
| 			HWR_Render3DWater(); | ||||
| 		if (numwalls) | ||||
| 			HWR_RenderTransparentWalls(); | ||||
| 	} | ||||
| #endif | ||||
| 
 | ||||
| 	HWD.pfnSetTransform(NULL); | ||||
| 
 | ||||
| 	// put it off for menus etc
 | ||||
| 	if (cv_grfog.value) | ||||
| 		HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); | ||||
| 
 | ||||
| 	HWR_DoPostProcessor(player); | ||||
| 
 | ||||
| 	// Check for new console commands.
 | ||||
| 	NetUpdate(); | ||||
| 
 | ||||
| 	// added by Hurdler for correct splitscreen
 | ||||
| 	// moved here by hurdler so it works with the new near clipping plane
 | ||||
| 	HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE); | ||||
| } | ||||
| 
 | ||||
| // ==========================================================================
 | ||||
| //                                                                        FOG
 | ||||
| // ==========================================================================
 | ||||
|  |  | |||
|  | @ -35,6 +35,7 @@ void HWR_clearAutomap(void); | |||
| void HWR_drawAMline(const fline_t *fl, INT32 color); | ||||
| void HWR_FadeScreenMenuBack(UINT32 color, INT32 height); | ||||
| void HWR_DrawConsoleBack(UINT32 color, INT32 height); | ||||
| void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player); | ||||
| void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); | ||||
| void HWR_DrawViewBorder(INT32 clearlines); | ||||
| void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum); | ||||
|  |  | |||
|  | @ -732,7 +732,7 @@ static mobj_t *viewmobj; | |||
| // WARNING: a should be unsigned but to add with 2048, it isn't!
 | ||||
| #define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS) | ||||
| 
 | ||||
| static void R_SkyboxFrame(player_t *player) | ||||
| void R_SkyboxFrame(player_t *player) | ||||
| { | ||||
| 	INT32 dy = 0; | ||||
| 	camera_t *thiscam; | ||||
|  |  | |||
|  | @ -101,6 +101,8 @@ void R_SetViewSize(void); | |||
| // do it (sometimes explicitly called)
 | ||||
| void R_ExecuteSetViewSize(void); | ||||
| 
 | ||||
| void R_SkyboxFrame(player_t *player); | ||||
| 
 | ||||
| void R_SetupFrame(player_t *player, boolean skybox); | ||||
| // Called by G_Drawer.
 | ||||
| void R_RenderPlayerView(player_t *player); | ||||
|  |  | |||
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