- partial fix for the broken sky in E3M2 of Blood.

This commit is contained in:
Christoph Oelckers 2020-01-26 13:45:33 +01:00
parent 4c6265e246
commit 43f48a10dd

View file

@ -458,7 +458,38 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
int const npoints = j;
if (skyclamphack) method |= DAMETH_CLAMPED;
float usub = 0;
float vsub = 0;
if (skyclamphack)
{
drawpoly_srepeat = false;
drawpoly_trepeat = false;
method = DAMETH_CLAMPED;
vec2f_t const scale = { 1.f / tsiz.x, 1.f / tsiz.y };
#if 0
usub = FLT_MAX;
vsub = FLT_MAX;
for (int i = 0; i < npoints; i++)
{
float const r = 1.f / dd[i];
float u = floor(uu[i] * r * scale.x);
float v = floor(vv[i] * r * scale.y);
if (u < usub) usub = u;
if (v < vsub) vsub = v;
}
#endif
for (int i = 0; i < npoints; i++)
{
float const r = 1.f / dd[i];
float u = uu[i] * r * scale.x - usub;
float v = vv[i] * r * scale.y - vsub;
if (u < -FLT_EPSILON || u > 1 + FLT_EPSILON) drawpoly_srepeat = true;
if (v < -FLT_EPSILON || v > 1 + FLT_EPSILON) drawpoly_trepeat = true;
}
}
polymost_outputGLDebugMessage(3, "polymost_drawpoly(dpxy:%p, n:%d, method_:%X), method: %X", dpxy, n, method_, method);
@ -526,8 +557,8 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
//update texcoords
vt->SetTexCoord(
uu[i] * r * scale.x,
vv[i] * r * scale.y);
uu[i] * r * scale.x - usub,
vv[i] * r * scale.y - vsub);
//update verts
vt->SetVertex(
@ -547,12 +578,10 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
{
vec3d_t const bxtex = xtex, bytex = ytex, botex = otex;
xtex = xtex2, ytex = ytex2, otex = otex2;
skyzbufferhack_pass++;
GLInterface.SetColorMask(false);
polymost_drawpoly(dpxy, n, DAMETH_MASK, tilesize);
GLInterface.Draw(DT_TRIANGLE_FAN, data.second, npoints);
GLInterface.SetColorMask(true);
xtex = bxtex, ytex = bytex, otex = botex;
skyzbufferhack_pass--;
}
if (!success)
@ -1921,7 +1950,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
float fx = x0;
if (playing_blood) method |= DAMETH_CLAMPED; // Hack to make Blood's skies show properly.
skyclamphack = true; // Hack to make Blood's skies show properly.
do
{
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
@ -2047,6 +2076,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
otex = otexbak, xtex = xtexbak, ytex = ytexbak;
}
while (ti >= 0);
skyclamphack = false;
globalpicnum = picnumbak;