quakeforge/libs/video/renderer/sw/sw_rsky.c
Bill Currie 2a87983bf4 [sw] Remove some unnecessary casting
I'm not sure what the author of that code was thinking (maybe trying to
do 4 pixels at a time?), but the resulting code still did only one.
Better to remove all the casts, use the right pointer type, and keep the
code clear.
2022-03-07 08:47:54 +09:00

200 lines
4.1 KiB
C

/*
r_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 "r_internal.h"
static int iskyspeed = 8;
static int iskyspeed2 = 2;
float r_skyspeed;
float r_skytime;
byte *r_skysource;
int r_skymade;
// TODO: clean up these routines
byte bottomsky[128 * 131];
byte bottommask[128 * 131];
byte newsky[128 * 256]; // newsky and topsky both pack in here, 128
// bytes of newsky on the left of each scan,
// 128 bytes of topsky on the right, because
// the low-level drawers need 256-byte widths
/*
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
*/
void
R_InitSky (texture_t *mt)
{
int i, j;
byte *src;
src = (byte *) mt + mt->offsets[0];
for (i = 0; i < 128; i++) {
for (j = 0; j < 128; j++) {
newsky[(i * 256) + j + 128] = src[i * 256 + j + 128];
}
}
for (i = 0; i < 128; i++) {
for (j = 0; j < 131; j++) {
if (src[i * 256 + (j & 0x7F)]) {
bottomsky[(i * 131) + j] = src[i * 256 + (j & 0x7F)];
bottommask[(i * 131) + j] = 0;
} else {
bottomsky[(i * 131) + j] = 0;
bottommask[(i * 131) + j] = 0xff;
}
}
}
r_skysource = newsky;
}
void
R_MakeSky (void)
{
int x, y;
int ofs, baseofs;
int xshift, yshift;
byte *pnewsky;
static int xlast = -1, ylast = -1;
xshift = r_skytime * r_skyspeed;
yshift = r_skytime * r_skyspeed;
if ((xshift == xlast) && (yshift == ylast))
return;
xlast = xshift;
ylast = yshift;
pnewsky = &newsky[0];
for (y = 0; y < SKYSIZE; y++) {
baseofs = ((y + yshift) & SKYMASK) * 131;
for (x = 0; x < SKYSIZE; x++) {
ofs = baseofs + ((x + xshift) & SKYMASK);
*pnewsky = (*(pnewsky + 128) & bottommask[ofs]) | bottomsky[ofs];
pnewsky = pnewsky + 1;
}
pnewsky += 128;
}
r_skymade = 1;
}
void
R_GenSkyTile (void *pdest)
{
int x, y;
int ofs, baseofs;
int xshift, yshift;
unsigned int *pnewsky;
unsigned int *pd;
xshift = r_skytime * r_skyspeed;
yshift = r_skytime * r_skyspeed;
pnewsky = (unsigned int *) &newsky[0];
pd = (unsigned int *) pdest;
for (y = 0; y < SKYSIZE; y++) {
baseofs = ((y + yshift) & SKYMASK) * 131;
// FIXME: clean this up
#if UNALIGNED_OK
for (x = 0; x < SKYSIZE; x += 4) {
ofs = baseofs + ((x + xshift) & SKYMASK);
// PORT: unaligned dword access to bottommask and bottomsky
*pd = (*(pnewsky + (128 / sizeof (unsigned int))) &
*(unsigned int *) &bottommask[ofs]) |
*(unsigned int *) &bottomsky[ofs];
pnewsky++;
pd++;
}
#else
for (x = 0; x < SKYSIZE; x++) {
ofs = baseofs + ((x + xshift) & SKYMASK);
*(byte *) pd = (*((byte *) pnewsky + 128) &
*(byte *) & bottommask[ofs]) |
*(byte *) & bottomsky[ofs];
pnewsky = (unsigned int *) ((byte *) pnewsky + 1);
pd = (unsigned int *) ((byte *) pd + 1);
}
#endif
pnewsky += 128 / sizeof (unsigned int);
}
}
void
R_SetSkyFrame (void)
{
int g, s1, s2;
float temp;
r_skyspeed = iskyspeed;
g = GreatestCommonDivisor (iskyspeed, iskyspeed2);
s1 = iskyspeed / g;
s2 = iskyspeed2 / g;
temp = SKYSIZE * s1 * s2;
r_skytime = vr_data.realtime - ((int) (vr_data.realtime / temp) * temp);
r_skymade = 0;
}
/*
Stub function for loading a skybox. Currently we have support for
skyboxes only in GL targets, so we just do nothing here. --KB
*/
void
R_LoadSkys (const char *name)
{
}