Compute a parametric sphere for our sky.
| 672 | |
| 673 | // Compute a parametric sphere for our sky. |
| 674 | void SetupSky(float radius, int flags, uint8_t randit) { |
| 675 | int jump = 65536 / MAX_HORIZON_PIECES; |
| 676 | int top = ((65536 / 4) * 3) + (65536 / 8); |
| 677 | |
| 678 | int i, t; |
| 679 | |
| 680 | Terrain_sky.radius = radius; |
| 681 | Terrain_sky.flags = flags; |
| 682 | |
| 683 | int horizon_r = GR_COLOR_RED(Terrain_sky.horizon_color); |
| 684 | int horizon_g = GR_COLOR_GREEN(Terrain_sky.horizon_color); |
| 685 | int horizon_b = GR_COLOR_BLUE(Terrain_sky.horizon_color); |
| 686 | |
| 687 | float rad_diff = radius - SKY_RADIUS; |
| 688 | |
| 689 | // Figure out where our points in the inside of the sphere are |
| 690 | for (i = 0; i < 6; i++) { |
| 691 | const int increment = 16384 / 5; |
| 692 | const angle pitch = (65536 - 16384) + (i * increment); |
| 693 | |
| 694 | for (t = 0; t < MAX_HORIZON_PIECES; t++) { |
| 695 | vector *vec = &Terrain_sky.horizon_vectors[t][i]; |
| 696 | |
| 697 | matrix tempm; |
| 698 | vm_AnglesToMatrix(&tempm, pitch, t * jump, 0); |
| 699 | vm_ScaleVector(vec, &tempm.fvec, SKY_RADIUS / 2); |
| 700 | |
| 701 | vec->y -= MAX_TERRAIN_HEIGHT; |
| 702 | vec->y += (rad_diff / 4); |
| 703 | } |
| 704 | } |
| 705 | |
| 706 | // Now figure out texture UVS |
| 707 | for (i = 0; i < 5; i++) { |
| 708 | float scalar = (float)i / 4.0; |
| 709 | int angle_increment = 65536 / MAX_HORIZON_PIECES; |
| 710 | for (t = 0; t < MAX_HORIZON_PIECES; t++) { |
| 711 | float cur_sin = FixSin(t * angle_increment) * scalar; |
| 712 | float cur_cos = FixCos(t * angle_increment) * scalar; |
| 713 | |
| 714 | cur_sin = (cur_sin + 1) / 2; |
| 715 | cur_cos = (cur_cos + 1) / 2; |
| 716 | |
| 717 | Terrain_sky.horizon_u[t][i] = cur_cos; |
| 718 | Terrain_sky.horizon_v[t][i] = cur_sin; |
| 719 | } |
| 720 | } |
| 721 | |
| 722 | int highcount = 0; // keep track of what stars are close to the top of the sphere |
| 723 | // don't draw too many of them |
| 724 | if (!randit) |
| 725 | return; |
| 726 | |
| 727 | for (i = 0; i < MAX_STARS; i++) { |
| 728 | vector starvec; |
| 729 | matrix tempm; |
| 730 | int p; |
| 731 | top = ((65536 / 4) * 3); |
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