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https://git.do.srb2.org/STJr/SRB2.git
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068c9d6294
game crash with -skipintro enabled, hopefully fixes it and causes no issues anywhere else
80 lines
2 KiB
C
80 lines
2 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_sky.c
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/// \brief Sky rendering
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/// The SRB2 sky is a texture map like any
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/// wall, wrapping around. A 1024 columns equal 360 degrees.
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/// The default sky map is 256 columns and repeats 4 times
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/// on a 320 screen.
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "r_local.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "p_maputl.h" // P_PointOnLineSide
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//
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// sky mapping
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//
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/** \brief Needed to store the number of the dummy sky flat.
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Used for rendering, as well as tracking projectiles etc.
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*/
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INT32 skyflatnum;
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/** \brief the lump number of the sky texture
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*/
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INT32 skytexture;
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/** \brief the horizon line in a 256x128 sky texture
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*/
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INT32 skytexturemid;
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/** \brief the scale of the sky
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*/
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fixed_t skyscale;
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/** \brief used for keeping track of the current sky
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*/
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INT32 levelskynum;
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INT32 globallevelskynum;
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/** \brief The R_SetupSkyDraw function
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Called at loadlevel after skytexture is set, or when sky texture changes.
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\warning wallcolfunc should be set at R_ExecuteSetViewSize()
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I don't bother because we don't use low detail anymore
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\return void
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*/
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void R_SetupSkyDraw(void)
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{
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// the horizon line in a 256x128 sky texture
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skytexturemid = (textures[skytexture]->height/2)<<FRACBITS;
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R_SetSkyScale();
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}
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/** \brief The R_SetSkyScale function
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set the correct scale for the sky at setviewsize
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\return void
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*/
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void R_SetSkyScale(void)
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{
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fixed_t difference = vid.fdupx-(vid.dupx<<FRACBITS);
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skyscale = FixedDiv(FRACUNIT, vid.fdupx+difference);
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}
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