quakeforge/libs/video/renderer/sw/d_sky.c
Bill Currie 0c437492b4 [renderer] Move to using dynamic frame buffers
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).

This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.

Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
2022-03-24 12:56:29 +09:00

134 lines
3.2 KiB
C

/*
d_sky.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/render.h"
#include "d_local.h"
#include "r_internal.h"
#define SKY_SPAN_SHIFT 5
#define SKY_SPAN_MAX (1 << SKY_SPAN_SHIFT)
float d_skyoffs;
static void
D_Sky_uv_To_st (int u, int v, fixed16_t *s, fixed16_t *t)
{
float wu, wv, temp;
vec3_t end;
int half_width = vid.width >> 1;
int half_height = vid.height >> 1;
if (r_refdef.vrect.width >= r_refdef.vrect.height)
temp = (float) r_refdef.vrect.width;
else
temp = (float) r_refdef.vrect.height;
wu = 8192.0 * (float) (u - half_width) / temp;
wv = 8192.0 * (float) (half_height - v) / temp;
end[0] = 4096 * vfwd[0] + wu * vright[0] + wv * vup[0];
end[1] = 4096 * vfwd[1] + wu * vright[1] + wv * vup[1];
end[2] = 4096 * vfwd[2] + wu * vright[2] + wv * vup[2];
end[2] *= 3;
VectorNormalize (end);
*s = (int) ((d_skyoffs + 6 * (SKYSIZE / 2 - 1) * end[0]) * 0x10000);
*t = (int) ((d_skyoffs + 6 * (SKYSIZE / 2 - 1) * end[1]) * 0x10000);
}
void
D_DrawSkyScans (espan_t *pspan)
{
int count, spancount, u, v;
byte *pdest;
fixed16_t s, t, snext, tnext, sstep, tstep;
int spancountminus1;
sstep = 0; // keep compiler happy
tstep = 0; // ditto
snext = 0; // ditto
tnext = 0; // ditto
do {
pdest = d_viewbuffer + (d_rowbytes * pspan->v) + pspan->u;
count = pspan->count;
// calculate the initial s & t
u = pspan->u;
v = pspan->v;
D_Sky_uv_To_st (u, v, &s, &t);
do {
if (count >= SKY_SPAN_MAX)
spancount = SKY_SPAN_MAX;
else
spancount = count;
count -= spancount;
if (count) {
u += spancount;
// calculate s and t at far end of span,
// calculate s and t steps across span by shifting
D_Sky_uv_To_st (u, v, &snext, &tnext);
sstep = (snext - s) >> SKY_SPAN_SHIFT;
tstep = (tnext - t) >> SKY_SPAN_SHIFT;
} else {
// calculate s and t at last pixel in span,
// calculate s and t steps across span by division
spancountminus1 = (float) (spancount - 1);
if (spancountminus1 > 0) {
u += spancountminus1;
D_Sky_uv_To_st (u, v, &snext, &tnext);
sstep = (snext - s) / spancountminus1;
tstep = (tnext - t) / spancountminus1;
}
}
do {
*pdest++ = r_skysource[((t & R_SKY_TMASK) >> 8) +
((s & R_SKY_SMASK) >> 16)];
s += sstep;
t += tstep;
} while (--spancount > 0);
s = snext;
t = tnext;
} while (count > 0);
} while ((pspan = pspan->pnext) != NULL);
}