2017-01-03 06:17:54 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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 "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.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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2016-12-31 11:45:07 +00:00
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#include "swrenderer/scene/r_bsp.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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#include "gl/dynlights/gl_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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2016-12-31 09:19:31 +00:00
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#include "swrenderer/r_memory.h"
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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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namespace
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{
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FTexture *frontskytex, *backskytex;
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angle_t skyflip;
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int frontpos, backpos;
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double frontyScale;
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fixed_t frontcyl, backcyl;
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double skymid;
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angle_t skyangle;
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double frontiScale;
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// Allow for layer skies up to 512 pixels tall. This is overkill,
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// since the most anyone can ever see of the sky is 500 pixels.
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// We need 4 skybufs because R_DrawSkySegment can draw up to 4 columns at a time.
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// Need two versions - one for true color and one for palette
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#define MAXSKYBUF 3072
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uint8_t skybuf[4][512];
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uint32_t skybuf_bgra[MAXSKYBUF][512];
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uint32_t lastskycol[4];
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uint32_t lastskycol_bgra[MAXSKYBUF];
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int skycolplace;
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int skycolplace_bgra;
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}
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void R_DrawSkyPlane(visplane_t *pl)
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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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skyangle = ViewAngle.BAMs();
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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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const line_t *l = &lines[(pl->sky & ~PL_SKYFLAT) - 1];
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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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skymid = s->GetTextureYOffset(pos) - 28;
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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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bool fakefixed = false;
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if (fixedcolormap)
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{
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R_SetColorMapLight(fixedcolormap, 0, 0);
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}
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else
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{
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fakefixed = true;
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fixedcolormap = &NormalLight;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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}
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R_DrawSky(pl);
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if (fakefixed)
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fixedcolormap = NULL;
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}
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// Get a column of sky when there is only one sky texture.
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const uint8_t *R_GetOneSkyColumn(FTexture *fronttex, int x)
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{
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int tx;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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angle_t column = (skyangle + xangle) ^ skyflip;
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tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS;
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}
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else
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{
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angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip;
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tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS;
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}
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if (!r_swtruecolor)
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return fronttex->GetColumn(tx, NULL);
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else
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{
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return (const uint8_t *)fronttex->GetColumnBgra(tx, NULL);
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}
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}
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// Get a column of sky when there are two overlapping sky textures
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const uint8_t *R_GetTwoSkyColumns(FTexture *fronttex, int x)
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{
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uint32_t ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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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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ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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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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// Check if this column has already been built. If so, there's
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// no reason to waste time building it again.
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uint32_t skycol = (angle1 << 16) | angle2;
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int i;
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if (!r_swtruecolor)
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{
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for (i = 0; i < 4; ++i)
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{
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if (lastskycol[i] == skycol)
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{
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return skybuf[i];
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}
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}
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lastskycol[skycolplace] = skycol;
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uint8_t *composite = skybuf[skycolplace];
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skycolplace = (skycolplace + 1) & 3;
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// The ordering of the following code has been tuned to allow VC++ to optimize
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// it well. In particular, this arrangement lets it keep count in a register
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// instead of on the stack.
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const uint8_t *front = fronttex->GetColumn(angle1, NULL);
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const uint8_t *back = backskytex->GetColumn(angle2, NULL);
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int count = MIN<int>(512, MIN(backskytex->GetHeight(), fronttex->GetHeight()));
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i = 0;
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do
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{
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if (front[i])
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{
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composite[i] = front[i];
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}
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else
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{
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composite[i] = back[i];
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}
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} while (++i, --count);
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return composite;
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}
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else
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{
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//return R_GetOneSkyColumn(fronttex, x);
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for (i = skycolplace_bgra - 4; i < skycolplace_bgra; ++i)
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{
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int ic = (i % MAXSKYBUF); // i "checker" - can wrap around the ends of the array
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if (lastskycol_bgra[ic] == skycol)
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{
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return (uint8_t*)(skybuf_bgra[ic]);
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}
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}
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lastskycol_bgra[skycolplace_bgra] = skycol;
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uint32_t *composite = skybuf_bgra[skycolplace_bgra];
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skycolplace_bgra = (skycolplace_bgra + 1) % MAXSKYBUF;
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// The ordering of the following code has been tuned to allow VC++ to optimize
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// it well. In particular, this arrangement lets it keep count in a register
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// instead of on the stack.
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const uint32_t *front = (const uint32_t *)fronttex->GetColumnBgra(angle1, NULL);
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const uint32_t *back = (const uint32_t *)backskytex->GetColumnBgra(angle2, NULL);
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//[SP] Paletted version is used for comparison only
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const uint8_t *frontcompare = fronttex->GetColumn(angle1, NULL);
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int count = MIN<int>(512, MIN(backskytex->GetHeight(), fronttex->GetHeight()));
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i = 0;
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do
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{
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if (frontcompare[i])
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{
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composite[i] = front[i];
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}
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else
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{
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composite[i] = back[i];
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}
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} while (++i, --count);
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return (uint8_t*)composite;
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}
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}
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void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
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{
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using namespace drawerargs;
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uint32_t height = frontskytex->GetHeight();
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for (int i = 0; i < columns; i++)
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{
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double uv_stepd = skyiscale * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
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double v_step = uv_stepd / height;
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uint32_t uv_pos = (uint32_t)(v * 0x01000000);
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uint32_t uv_step = (uint32_t)(v_step * 0x01000000);
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int x = start_x + i;
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if (MirrorFlags & RF_XFLIP)
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x = (viewwidth - x);
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uint32_t ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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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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ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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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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if (r_swtruecolor)
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{
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dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumnBgra(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumnBgra(angle2, nullptr) : nullptr;
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}
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else
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{
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dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumn(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumn(angle2, nullptr) : nullptr;
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}
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dc_wall_iscale[i] = uv_step;
|
|
|
|
dc_wall_texturefrac[i] = uv_pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
dc_wall_sourceheight[0] = height;
|
|
|
|
dc_wall_sourceheight[1] = backskytex ? backskytex->GetHeight() : height;
|
|
|
|
int pixelsize = r_swtruecolor ? 4 : 1;
|
|
|
|
dc_dest = (ylookup[y1] + start_x) * pixelsize + dc_destorg;
|
|
|
|
dc_count = y2 - y1;
|
|
|
|
|
|
|
|
uint32_t solid_top = frontskytex->GetSkyCapColor(false);
|
|
|
|
uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
|
|
|
|
|
|
|
|
if (!backskytex)
|
|
|
|
R_Drawers()->DrawSingleSkyColumn(solid_top, solid_bottom);
|
|
|
|
else
|
|
|
|
R_Drawers()->DrawDoubleSkyColumn(solid_top, solid_bottom);
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
|
|
|
|
{
|
|
|
|
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
|
|
|
{
|
|
|
|
double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
|
|
|
|
R_DrawSkyColumnStripe(start_x, y1, y2, columns, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
double yrepeat = frontskytex->Scale.Y;
|
|
|
|
double scale = frontskytex->Scale.Y * skyscale;
|
|
|
|
double iscale = 1 / scale;
|
|
|
|
short drawheight = short(frontskytex->GetHeight() * scale);
|
|
|
|
double topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
|
|
|
|
if (topfrac < 0) topfrac += frontskytex->GetHeight();
|
|
|
|
double texturemid = topfrac - iscale * (1 - CenterY);
|
|
|
|
R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_DrawCapSky(visplane_t *pl)
|
|
|
|
{
|
|
|
|
int x1 = pl->left;
|
|
|
|
int x2 = pl->right;
|
|
|
|
short *uwal = (short *)pl->top;
|
|
|
|
short *dwal = (short *)pl->bottom;
|
|
|
|
|
|
|
|
for (int x = x1; x < x2; x++)
|
|
|
|
{
|
|
|
|
int y1 = uwal[x];
|
|
|
|
int y2 = dwal[x];
|
|
|
|
if (y2 <= y1)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
R_DrawSkyColumn(x, y1, y2, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_DrawSky(visplane_t *pl)
|
|
|
|
{
|
|
|
|
if (r_skymode == 2)
|
|
|
|
{
|
|
|
|
R_DrawCapSky(pl);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int x;
|
|
|
|
float swal;
|
|
|
|
|
|
|
|
if (pl->left >= pl->right)
|
|
|
|
return;
|
|
|
|
|
|
|
|
swal = skyiscale;
|
|
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
|
|
{
|
|
|
|
swall[x] = swal;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
|
|
{
|
|
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
|
|
{
|
|
|
|
lwall[x] = (viewwidth - x) << FRACBITS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
|
|
{
|
|
|
|
lwall[x] = x << FRACBITS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (x = 0; x < 4; ++x)
|
|
|
|
{
|
|
|
|
lastskycol[x] = 0xffffffff;
|
|
|
|
lastskycol_bgra[x] = 0xffffffff;
|
|
|
|
}
|
|
|
|
|
2017-01-03 17:57:48 +00:00
|
|
|
frontyScale = frontskytex->Scale.Y;
|
2016-12-31 09:19:31 +00:00
|
|
|
dc_texturemid = skymid * frontyScale;
|
|
|
|
|
|
|
|
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
|
|
|
{ // The texture tiles nicely
|
|
|
|
for (x = 0; x < 4; ++x)
|
|
|
|
{
|
|
|
|
lastskycol[x] = 0xffffffff;
|
|
|
|
lastskycol_bgra[x] = 0xffffffff;
|
|
|
|
}
|
2017-01-03 17:57:48 +00:00
|
|
|
R_DrawSkySegment(frontskytex, pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
|
|
|
|
frontyScale, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
2016-12-31 09:19:31 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // The texture does not tile nicely
|
|
|
|
frontyScale *= skyscale;
|
|
|
|
frontiScale = 1 / frontyScale;
|
|
|
|
R_DrawSkyStriped(pl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_DrawSkyStriped(visplane_t *pl)
|
|
|
|
{
|
|
|
|
short drawheight = short(frontskytex->GetHeight() * frontyScale);
|
|
|
|
double topfrac;
|
|
|
|
double iscale = frontiScale;
|
|
|
|
short top[MAXWIDTH], bot[MAXWIDTH];
|
|
|
|
short yl, yh;
|
|
|
|
int x;
|
|
|
|
|
|
|
|
topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
|
|
|
|
if (topfrac < 0) topfrac += frontskytex->GetHeight();
|
|
|
|
yl = 0;
|
|
|
|
yh = short((frontskytex->GetHeight() - topfrac) * frontyScale);
|
|
|
|
dc_texturemid = topfrac - iscale * (1 - CenterY);
|
|
|
|
|
|
|
|
while (yl < viewheight)
|
|
|
|
{
|
|
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
|
|
{
|
|
|
|
top[x] = MAX(yl, (short)pl->top[x]);
|
|
|
|
bot[x] = MIN(yh, (short)pl->bottom[x]);
|
|
|
|
}
|
|
|
|
for (x = 0; x < 4; ++x)
|
|
|
|
{
|
|
|
|
lastskycol[x] = 0xffffffff;
|
|
|
|
lastskycol_bgra[x] = 0xffffffff;
|
|
|
|
}
|
2017-01-03 17:57:48 +00:00
|
|
|
R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
2016-12-31 09:19:31 +00:00
|
|
|
yl = yh;
|
|
|
|
yh += drawheight;
|
|
|
|
dc_texturemid = iscale * (centery - yl - 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|