Fix sky dome

This commit is contained in:
Jaime Passos 2019-11-02 17:33:36 -03:00
parent 915e50a1e4
commit 751d398321
1 changed files with 46 additions and 18 deletions

View File

@ -216,6 +216,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
#define pglVertexPointer glVertexPointer
#define pglNormalPointer glNormalPointer
#define pglTexCoordPointer glTexCoordPointer
#define pglColorPointer glColorPointer
#define pglDrawArrays glDrawArrays
#define pglDrawElements glDrawElements
#define pglEnableClientState glEnableClientState
@ -320,6 +321,8 @@ typedef void (APIENTRY * PFNglNormalPointer) (GLenum type, GLsizei stride, const
static PFNglNormalPointer pglNormalPointer;
typedef void (APIENTRY * PFNglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
static PFNglTexCoordPointer pglTexCoordPointer;
typedef void (APIENTRY * PFNglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
static PFNglColorPointer pglColorPointer;
typedef void (APIENTRY * PFNglDrawArrays) (GLenum mode, GLint first, GLsizei count);
static PFNglDrawArrays pglDrawArrays;
typedef void (APIENTRY * PFNglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
@ -458,6 +461,7 @@ boolean SetupGLfunc(void)
GETOPENGLFUNC(pglVertexPointer, glVertexPointer)
GETOPENGLFUNC(pglNormalPointer, glNormalPointer)
GETOPENGLFUNC(pglTexCoordPointer, glTexCoordPointer)
GETOPENGLFUNC(pglColorPointer, glColorPointer)
GETOPENGLFUNC(pglDrawArrays, glDrawArrays)
GETOPENGLFUNC(pglDrawElements, glDrawElements)
GETOPENGLFUNC(pglEnableClientState, glEnableClientState)
@ -1407,13 +1411,17 @@ typedef struct
typedef struct
{
int id;
unsigned int id;
int rows, columns;
int loopcount;
GLSkyLoopDef *loops;
vbo_vertex_t *data;
} GLSkyVBO;
#define sky_vbo_x (&vbo->data[0].x)
#define sky_vbo_u (&vbo->data[0].u)
#define sky_vbo_r (&vbo->data[0].r)
// The texture offset to be applied to the texture coordinates in SkyVertex().
static int rows, columns;
static boolean yflip;
@ -1423,6 +1431,7 @@ static float delta = 0.0f;
static int gl_sky_detail = 16;
static boolean vbo_init = false;
static INT32 lasttex = -1;
#define MAP_COEFF 128.0f
@ -1550,20 +1559,45 @@ static void gld_BuildSky(int row_count, int col_count)
static void RenderDome(INT32 skytexture)
{
int i, j;
int vbosize;
GLSkyVBO *vbo = &sky_vbo;
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
rows = 4;
columns = 4 * gl_sky_detail;
vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
// generate a new VBO and get the associated ID
if (!vbo_init)
{
pglGenBuffers(1, &vbo->id);
vbo_init = true;
}
// Build the sky dome! Yes!
if (lasttex != skytexture)
{
lasttex = skytexture;
gld_BuildSky(rows, columns);
// bind VBO in order to use
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// upload data to VBO
pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
}
// activate and specify pointers to arrays
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
pglVertexPointer(3, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_u);
pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vbo->data[0]), sky_vbo_r);
// activate color arrays
pglEnableClientState(GL_COLOR_ARRAY);
// set transforms
pglScalef(1.0f, (float)texh / 230.0f, 1.0f);
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
for (j = 0; j < 2; j++)
{
@ -1573,25 +1607,19 @@ static void RenderDome(INT32 skytexture)
if (j == 0 ? loop->use_texture : !loop->use_texture)
continue;
else
{
int k;
pglBegin(loop->mode);
for (k = loop->vertexindex; k < (loop->vertexindex + loop->vertexcount); k++)
{
vbo_vertex_t *v = &vbo->data[k];
if (loop->use_texture)
pglTexCoord2f(v->u, v->v);
pglColor4f(v->r, v->g, v->b, v->a);
pglVertex3f(v->x, v->y, v->z);
}
pglEnd();
}
pglDrawArrays(loop->mode, loop->vertexindex, loop->vertexcount);
}
}
pglScalef(1.0f, 1.0f, 1.0f);
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
pglColor4ubv(white);
// bind with 0, so, switch back to normal pointer operation
pglBindBuffer(GL_ARRAY_BUFFER, 0);
// deactivate color array
pglDisableClientState(GL_COLOR_ARRAY);
}
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)