// //--------------------------------------------------------------------------- // // Copyright(C) 2003-2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** ** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky. ** ** for FSkyDomeCreator::SkyVertex only: **--------------------------------------------------------------------------- ** Copyright 2003 Tim Stump ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "g_level.h" #include "w_wad.h" #include "r_state.h" #include "r_utility.h" #include "g_levellocals.h" #include "textures/skyboxtexture.h" #include "hw_skydome.h" //----------------------------------------------------------------------------- // // Shamelessly lifted from Doomsday (written by Jaakko Keränen) // also shamelessly lifted from ZDoomGL! ;) // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- FSkyDomeCreator::FSkyDomeCreator() { CreateDome(); } FSkyDomeCreator::~FSkyDomeCreator() { } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FSkyDomeCreator::SkyVertex(int r, int c, bool zflip) { static const FAngle maxSideAngle = 60.f; static const float scale = 10000.; FAngle topAngle = (c / (float)mColumns * 360.f); FAngle sideAngle = maxSideAngle * (mRows - r) / mRows; float height = sideAngle.Sin(); float realRadius = scale * sideAngle.Cos(); FVector2 pos = topAngle.ToVector(realRadius); float z = (!zflip) ? scale * height : -scale * height; FSkyVertex vert; vert.color = r == 0 ? 0xffffff : 0xffffffff; // And the texture coordinates. if (!zflip) // Flipped Y is for the lower hemisphere. { vert.u = (-c / (float)mColumns); vert.v = (r / (float)mRows); } else { vert.u = (-c / (float)mColumns); vert.v = 1.0f + ((mRows - r) / (float)mRows); } if (r != 4) z += 300; // And finally the vertex. vert.x = -pos.X; // Doom mirrors the sky vertically! vert.y = z - 1.f; vert.z = pos.Y; mVertices.Push(vert); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FSkyDomeCreator::CreateSkyHemisphere(int hemi) { int r, c; bool zflip = !!(hemi & SKYHEMI_LOWER); mPrimStart.Push(mVertices.Size()); for (c = 0; c < mColumns; c++) { SkyVertex(1, c, zflip); } // The total number of triangles per hemisphere can be calculated // as follows: rows * columns * 2 + 2 (for the top cap). for (r = 0; r < mRows; r++) { mPrimStart.Push(mVertices.Size()); for (c = 0; c <= mColumns; c++) { SkyVertex(r + zflip, c, zflip); SkyVertex(r + 1 - zflip, c, zflip); } } } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FSkyDomeCreator::CreateDome() { // the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint. mVertices.Reserve(12); mVertices[0].Set(1.0f, 1.0f, -1.0f); mVertices[1].Set(1.0f, -1.0f, -1.0f); mVertices[2].Set(-1.0f, 0.0f, -1.0f); mVertices[3].Set(1.0f, 1.0f, -1.0f); mVertices[4].Set(1.0f, -1.0f, -1.0f); mVertices[5].Set(0.0f, 0.0f, 1.0f); mVertices[6].Set(-1.0f, 0.0f, -1.0f); mVertices[7].Set(1.0f, 1.0f, -1.0f); mVertices[8].Set(0.0f, 0.0f, 1.0f); mVertices[9].Set(1.0f, -1.0f, -1.0f); mVertices[10].Set(-1.0f, 0.0f, -1.0f); mVertices[11].Set(0.0f, 0.0f, 1.0f); mColumns = 128; mRows = 4; CreateSkyHemisphere(SKYHEMI_UPPER); CreateSkyHemisphere(SKYHEMI_LOWER); mPrimStart.Push(mVertices.Size()); mSideStart = mVertices.Size(); mFaceStart[0] = mSideStart + 10; mFaceStart[1] = mFaceStart[0] + 4; mFaceStart[2] = mFaceStart[1] + 4; mFaceStart[3] = mFaceStart[2] + 4; mFaceStart[4] = mFaceStart[3] + 4; mFaceStart[5] = mFaceStart[4] + 4; mFaceStart[6] = mFaceStart[5] + 4; mVertices.Reserve(10 + 7*4); FSkyVertex *ptr = &mVertices[mSideStart]; // all sides ptr[0].SetXYZ(128.f, 128.f, -128.f, 0, 0); ptr[1].SetXYZ(128.f, -128.f, -128.f, 0, 1); ptr[2].SetXYZ(-128.f, 128.f, -128.f, 0.25f, 0); ptr[3].SetXYZ(-128.f, -128.f, -128.f, 0.25f, 1); ptr[4].SetXYZ(-128.f, 128.f, 128.f, 0.5f, 0); ptr[5].SetXYZ(-128.f, -128.f, 128.f, 0.5f, 1); ptr[6].SetXYZ(128.f, 128.f, 128.f, 0.75f, 0); ptr[7].SetXYZ(128.f, -128.f, 128.f, 0.75f, 1); ptr[8].SetXYZ(128.f, 128.f, -128.f, 1, 0); ptr[9].SetXYZ(128.f, -128.f, -128.f, 1, 1); // north face ptr[10].SetXYZ(128.f, 128.f, -128.f, 0, 0); ptr[11].SetXYZ(-128.f, 128.f, -128.f, 1, 0); ptr[12].SetXYZ(128.f, -128.f, -128.f, 0, 1); ptr[13].SetXYZ(-128.f, -128.f, -128.f, 1, 1); // east face ptr[14].SetXYZ(-128.f, 128.f, -128.f, 0, 0); ptr[15].SetXYZ(-128.f, 128.f, 128.f, 1, 0); ptr[16].SetXYZ(-128.f, -128.f, -128.f, 0, 1); ptr[17].SetXYZ(-128.f, -128.f, 128.f, 1, 1); // south face ptr[18].SetXYZ(-128.f, 128.f, 128.f, 0, 0); ptr[19].SetXYZ(128.f, 128.f, 128.f, 1, 0); ptr[20].SetXYZ(-128.f, -128.f, 128.f, 0, 1); ptr[21].SetXYZ(128.f, -128.f, 128.f, 1, 1); // west face ptr[22].SetXYZ(128.f, 128.f, 128.f, 0, 0); ptr[23].SetXYZ(128.f, 128.f, -128.f, 1, 0); ptr[24].SetXYZ(128.f, -128.f, 128.f, 0, 1); ptr[25].SetXYZ(128.f, -128.f, -128.f, 1, 1); // bottom face ptr[26].SetXYZ(128.f, -128.f, -128.f, 0, 0); ptr[27].SetXYZ(-128.f, -128.f, -128.f, 1, 0); ptr[28].SetXYZ(128.f, -128.f, 128.f, 0, 1); ptr[29].SetXYZ(-128.f, -128.f, 128.f, 1, 1); // top face ptr[30].SetXYZ(128.f, 128.f, -128.f, 0, 0); ptr[31].SetXYZ(-128.f, 128.f, -128.f, 1, 0); ptr[32].SetXYZ(128.f, 128.f, 128.f, 0, 1); ptr[33].SetXYZ(-128.f, 128.f, 128.f, 1, 1); // top face flipped ptr[34].SetXYZ(128.f, 128.f, -128.f, 0, 1); ptr[35].SetXYZ(-128.f, 128.f, -128.f, 1, 1); ptr[36].SetXYZ(128.f, 128.f, 128.f, 0, 0); ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0); }