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2D3D:: Euclidean skies
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@ -975,6 +975,9 @@ void geometry_information::make_3d_models() {
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make_ball(shDisk, orbsize*.2, 2);
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make_ball(shHeptaMarker, zhexf*.2, 1);
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make_ball(shSnowball, zhexf*.1, 0);
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if(euclid)
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make_ball(shSun, 0.5, 2);
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else
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make_ball(shSun, 3, 5);
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make_ball(shNightStar, 0.75, 2);
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@ -501,8 +501,8 @@ void dqi_poly::gldraw() {
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if(flags & POLY_TRIANGLES) {
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glhr::color2(color, (flags & POLY_INTENSE) ? 2 : 1);
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glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE);
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glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW);
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glhr::set_fogbase(prio == PPR::SKY ? 1.0 + 5 / sightranges[geometry] : 1.0);
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glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW && prio != PPR::EUCLIDEAN_SKY);
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glhr::set_fogbase(prio == PPR::SKY ? 1.0 + (euclid ? 20 : 5 / sightranges[geometry]) : 1.0);
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glDrawArrays(GL_TRIANGLES, ioffset, cnt);
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}
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else {
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26
graph.cpp
26
graph.cpp
@ -4617,6 +4617,27 @@ int get_skybrightness(int mul = 1) {
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return int(s * 255);
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}
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void draw_euclidean_sky() {
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if(!euclid) return;
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if(WDIM == 3 || GDIM == 2) return;
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transmatrix T = ggmatrix(currentmap->gamestart());
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T = gpushxto0(tC0(T)) * T;
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for(int x=-20; x<20; x++)
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for(int y=-20; y<20; y++) {
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curvepoint(T * zpush(cgi.WALL) * hpxy(x, y));
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curvepoint(T * zpush(cgi.WALL) * hpxy(x, y+1));
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curvepoint(T * zpush(cgi.WALL) * hpxy(x+1, y));
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curvepoint(T * zpush(cgi.WALL) * hpxy(x+1, y+1));
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curvepoint(T * zpush(cgi.WALL) * hpxy(x, y+1));
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curvepoint(T * zpush(cgi.WALL) * hpxy(x+1, y));
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}
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queuecurve(0, 0x0000FFFF, PPR::EUCLIDEAN_SKY).flags |= POLY_TRIANGLES;
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auto &sun = queuepolyat(T * zpush(cgi.SKY+0.5) * xpush(cgi.SKY+0.5), cgi.shSun, 0xFFFF00FF, PPR::SKY);
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sun.tinf = NULL;
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sun.flags |= POLY_INTENSE;
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}
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void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t& wcol) {
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if(pmodel != mdPerspective || sphere) return;
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@ -4624,6 +4645,7 @@ void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t&
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switch(ceiling_category(c)) {
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/* ceilingless levels */
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case 1: {
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if(euclid) return;
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if(fieldpattern::fieldval_uniq(c) % 3 == 0) {
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auto &star = queuepolyat(V * zpush(cgi.SKY+0.5), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY);
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star.tinf = NULL;
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@ -4648,6 +4670,7 @@ void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t&
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}
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case 2: {
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if(euclid) return;
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color_t col;
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if(c->land == laWineyard) {
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col = 0x4040FF;
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@ -4702,6 +4725,7 @@ void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t&
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placeSidewall(c, i, SIDE_HIGH2, V, darkena(wcol2, fd, 0xFF));
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}
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if(among(c->wall, waClosedGate, waOpenGate)) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], 0x202020FF, PPR::WALL);
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if(euclid) return;
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if(true) {
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auto &star = queuepolyat(V * zpush(cgi.SKY+0.5), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY);
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@ -4726,6 +4750,7 @@ void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t&
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else
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draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(fcol, fd, 0xFF), PPR::WALL);
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if(euclid) return;
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if(true) {
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auto &star = queuepolyat(V * zpush(cgi.SKY+0.5), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY);
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star.tinf = NULL;
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@ -7162,6 +7187,7 @@ void drawfullmap() {
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draw_boundary(1);
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draw_model_elements();
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draw_euclidean_sky();
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#endif
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/* if(vid.wallmode < 2 && !euclid && !patterns::whichShape) {
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