2017-04-17 10:27:19 +00:00
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//-----------------------------------------------------------------------------
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2017-01-03 06:17:54 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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2017-01-03 06:17:54 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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2017-01-03 06:17:54 +00:00
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//
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2017-04-17 10:27:19 +00:00
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// This program is distributed in the hope that it will be useful,
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2017-01-03 06:17:54 +00:00
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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2017-04-17 10:27:19 +00:00
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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2017-01-03 06:17:54 +00:00
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//
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2016-12-31 09:19:31 +00:00
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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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 "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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2017-01-11 19:42:39 +00:00
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#include "swrenderer/scene/r_opaque_pass.h"
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2016-12-31 09:19:31 +00:00
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#include "r_skyplane.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/scene/r_3dfloors.h"
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2016-12-31 09:19:31 +00:00
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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2017-03-16 12:49:34 +00:00
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#include "a_dynlight.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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2017-01-01 09:28:35 +00:00
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/scene/r_portal.h"
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2017-01-12 15:21:46 +00:00
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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2017-02-02 14:10:06 +00:00
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#include "swrenderer/viewport/r_viewport.h"
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2016-12-31 09:19:31 +00:00
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#include "swrenderer/r_memory.h"
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2017-02-03 23:25:37 +00:00
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#include "swrenderer/r_renderthread.h"
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2017-01-09 15:16:24 +00:00
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#include "g_levellocals.h"
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2016-12-31 09:19:31 +00:00
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CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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EXTERN_CVAR(Int, r_skymode)
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namespace swrenderer
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{
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2017-02-03 23:25:37 +00:00
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RenderSkyPlane::RenderSkyPlane(RenderThread *thread)
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{
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Thread = thread;
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}
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2017-01-19 02:11:49 +00:00
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void RenderSkyPlane::Render(VisiblePlane *pl)
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2016-12-31 09:19:31 +00:00
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{
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FTextureID sky1tex, sky2tex;
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double frontdpos = 0, backdpos = 0;
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if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
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{
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sky1tex = sky2texture;
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}
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else
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{
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sky1tex = sky1texture;
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}
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sky2tex = sky2texture;
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skymid = skytexturemid;
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2017-03-12 17:54:39 +00:00
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skyangle = Thread->Viewport->viewpoint.Angles.Yaw.BAMs();
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2016-12-31 09:19:31 +00:00
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if (pl->picnum == skyflatnum)
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{
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if (!(pl->sky & PL_SKYFLAT))
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{ // use sky1
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sky1:
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frontskytex = TexMan(sky1tex, true);
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if (level.flags & LEVEL_DOUBLESKY)
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backskytex = TexMan(sky2tex, true);
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else
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backskytex = NULL;
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skyflip = 0;
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frontdpos = sky1pos;
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backdpos = sky2pos;
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frontcyl = sky1cyl;
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backcyl = sky2cyl;
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}
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else if (pl->sky == PL_SKYFLAT)
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{ // use sky2
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frontskytex = TexMan(sky2tex, true);
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backskytex = NULL;
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frontcyl = sky2cyl;
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skyflip = 0;
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frontdpos = sky2pos;
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}
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else
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{ // MBF's linedef-controlled skies
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// Sky Linedef
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2017-01-09 15:16:24 +00:00
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const line_t *l = &level.lines[(pl->sky & ~PL_SKYFLAT) - 1];
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2016-12-31 09:19:31 +00:00
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// Sky transferred from first sidedef
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const side_t *s = l->sidedef[0];
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int pos;
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// Texture comes from upper texture of reference sidedef
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// [RH] If swapping skies, then use the lower sidedef
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if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
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{
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pos = side_t::bottom;
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}
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else
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{
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pos = side_t::top;
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}
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frontskytex = TexMan(s->GetTexture(pos), true);
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if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
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{ // [RH] The blank texture: Use normal sky instead.
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goto sky1;
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}
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backskytex = NULL;
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// Horizontal offset is turned into an angle offset,
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// to allow sky rotation as well as careful positioning.
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// However, the offset is scaled very small, so that it
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// allows a long-period of sky rotation.
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skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos));
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// Vertical offset allows careful sky positioning.
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2017-07-11 09:53:21 +00:00
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skymid = s->GetTextureYOffset(pos) - 28.0;
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2016-12-31 09:19:31 +00:00
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// We sometimes flip the picture horizontally.
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//
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// Doom always flipped the picture, so we make it optional,
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// to make it easier to use the new feature, while to still
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// allow old sky textures to be used.
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skyflip = l->args[2] ? 0u : ~0u;
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int frontxscale = int(frontskytex->Scale.X * 1024);
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frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
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if (skystretch)
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{
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skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
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}
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}
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}
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frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
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if (backskytex != NULL)
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{
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backpos = int(fmod(backdpos, sky2cyl * 65536.0));
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}
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2017-01-26 09:22:54 +00:00
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CameraLight *cameraLight = CameraLight::Instance();
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2017-02-03 08:00:46 +00:00
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if (cameraLight->FixedColormap())
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2016-12-31 09:19:31 +00:00
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{
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2017-02-03 08:00:46 +00:00
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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2016-12-31 09:19:31 +00:00
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}
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else
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{
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2017-02-03 07:19:59 +00:00
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drawerargs.SetLight(&NormalLight, 0, 0);
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2016-12-31 09:19:31 +00:00
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}
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2017-03-15 01:59:33 +00:00
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Thread->PrepareTexture(frontskytex);
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Thread->PrepareTexture(backskytex);
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2017-01-11 21:09:06 +00:00
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DrawSky(pl);
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2016-12-31 09:19:31 +00:00
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}
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2017-01-29 09:25:32 +00:00
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void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, double scale, double texturemid, double yrepeat)
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2016-12-31 09:19:31 +00:00
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{
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2017-02-03 23:25:37 +00:00
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RenderPortal *renderportal = Thread->Portal.get();
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2017-03-12 17:54:39 +00:00
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auto viewport = Thread->Viewport.get();
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2016-12-31 09:19:31 +00:00
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uint32_t height = frontskytex->GetHeight();
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2017-01-29 09:25:32 +00:00
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double uv_stepd = skyiscale * yrepeat;
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2017-02-01 15:02:21 +00:00
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / height;
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2017-01-29 09:25:32 +00:00
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double v_step = uv_stepd / height;
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2016-12-31 09:19:31 +00:00
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2017-03-22 09:51:12 +00:00
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uint32_t uv_pos = (uint32_t)(int32_t)(v * 0x01000000);
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uint32_t uv_step = (uint32_t)(int32_t)(v_step * 0x01000000);
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2016-12-31 09:19:31 +00:00
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2017-01-29 09:25:32 +00:00
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int x = start_x;
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if (renderportal->MirrorFlags & RF_XFLIP)
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x = (viewwidth - x);
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2016-12-31 09:19:31 +00:00
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2017-01-29 09:25:32 +00:00
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uint32_t ang, angle1, angle2;
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2016-12-31 09:19:31 +00:00
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2017-01-29 09:25:32 +00:00
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if (r_linearsky)
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{
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2017-03-12 17:54:39 +00:00
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * viewport->viewwindow.FocalTangent * ANGLE_90);
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2017-01-29 09:25:32 +00:00
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ang = (skyangle + xangle) ^ skyflip;
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}
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else
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{
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2017-02-01 15:02:21 +00:00
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ang = (skyangle + viewport->xtoviewangle[x]) ^ skyflip;
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2017-01-29 09:25:32 +00:00
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}
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angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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2016-12-31 09:19:31 +00:00
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2017-03-12 21:53:20 +00:00
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drawerargs.SetFrontTexture(Thread, frontskytex, angle1);
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drawerargs.SetBackTexture(Thread, backskytex, angle2);
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2017-01-30 19:21:18 +00:00
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drawerargs.SetTextureVStep(uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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2017-03-12 17:54:39 +00:00
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drawerargs.SetDest(viewport, start_x, y1);
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2017-01-30 19:21:18 +00:00
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drawerargs.SetCount(y2 - y1);
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drawerargs.SetFadeSky(r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY));
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drawerargs.SetSolidTop(frontskytex->GetSkyCapColor(false));
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drawerargs.SetSolidBottom(frontskytex->GetSkyCapColor(true));
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2017-01-18 23:02:51 +00:00
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2016-12-31 09:19:31 +00:00
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if (!backskytex)
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2017-02-04 11:38:05 +00:00
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drawerargs.DrawSingleSkyColumn(Thread);
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2016-12-31 09:19:31 +00:00
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else
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2017-02-04 11:38:05 +00:00
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drawerargs.DrawDoubleSkyColumn(Thread);
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2017-11-27 22:47:26 +00:00
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drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
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2016-12-31 09:19:31 +00:00
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}
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2017-01-29 09:25:32 +00:00
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void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2)
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2016-12-31 09:19:31 +00:00
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{
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if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
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{
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double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
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2017-01-29 09:25:32 +00:00
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DrawSkyColumnStripe(start_x, y1, y2, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
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2016-12-31 09:19:31 +00:00
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}
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else
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{
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2017-03-12 17:54:39 +00:00
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auto viewport = Thread->Viewport.get();
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2016-12-31 09:19:31 +00:00
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double yrepeat = frontskytex->Scale.Y;
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double scale = frontskytex->Scale.Y * skyscale;
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double iscale = 1 / scale;
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short drawheight = short(frontskytex->GetHeight() * scale);
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2017-02-01 15:02:21 +00:00
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double topfrac = fmod(skymid + iscale * (1 - viewport->CenterY), frontskytex->GetHeight());
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2016-12-31 09:19:31 +00:00
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if (topfrac < 0) topfrac += frontskytex->GetHeight();
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2017-02-01 15:02:21 +00:00
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double texturemid = topfrac - iscale * (1 - viewport->CenterY);
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2017-01-29 09:25:32 +00:00
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DrawSkyColumnStripe(start_x, y1, y2, scale, texturemid, yrepeat);
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2016-12-31 09:19:31 +00:00
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}
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}
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2017-01-19 02:11:49 +00:00
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void RenderSkyPlane::DrawSky(VisiblePlane *pl)
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2016-12-31 09:19:31 +00:00
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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for (int x = x1; x < x2; x++)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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2017-01-29 09:25:32 +00:00
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DrawSkyColumn(x, y1, y2);
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2016-12-31 09:19:31 +00:00
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}
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}
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}
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