mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- moved the static sky variables into FLevelLocals and removed the redundant ones for the texture ID.
This commit is contained in:
parent
06e5dd1d86
commit
3c565c9e86
13 changed files with 89 additions and 91 deletions
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@ -1055,21 +1055,21 @@ CCMD(changesky)
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if (netgame || argv.argc()<2) return;
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// This only alters the primary level's sky setting. For testing out a sky that is sufficient.
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sky1name = argv[1];
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if (sky1name[0] != 0)
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{
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FTextureID newsky = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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if (newsky.Exists())
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{
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// This only alters the primary level's sky setting.
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sky1texture = currentUILevel->skytexture1 = newsky;
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currentUILevel->skytexture1 = newsky;
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}
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else
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{
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Printf("changesky: Texture '%s' not found\n", sky1name);
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}
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}
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R_InitSkyMap ();
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InitSkyMap (currentUILevel);
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}
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//-----------------------------------------------------------------------------
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@ -390,8 +390,7 @@ CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO)
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{
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// In case DF_NO_FREELOOK was changed, reinitialize the sky
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// map. (If no freelook, then no need to stretch the sky.)
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if (sky1texture.isValid())
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R_InitSkyMap ();
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R_InitSkyMap ();
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if (self & DF_NO_FREELOOK)
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{
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@ -143,8 +143,8 @@ void FScriptLoader::ParseInfoCmd(char *line, FString &scriptsrc)
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sc.MustGetStringName("=");
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sc.MustGetString();
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sky2texture = sky1texture = Level->skytexture1 = Level->skytexture2 = TexMan.GetTextureID (sc.String, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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R_InitSkyMap ();
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Level->skytexture1 = Level->skytexture2 = TexMan.GetTextureID (sc.String, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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InitSkyMap (Level);
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}
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else if (sc.Compare("interpic"))
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{
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@ -1001,14 +1001,8 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo
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// setting one.
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skyflatnum = TexMan.GetTextureID (gameinfo.SkyFlatName, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
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// DOOM determines the sky texture to be used
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// depending on the current episode and the game version.
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// [RH] Fetch sky parameters from FLevelLocals.
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sky1texture = level.skytexture1;
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sky2texture = level.skytexture2;
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// [RH] Set up details about sky rendering
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R_InitSkyMap ();
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InitSkyMap (&level);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -2162,9 +2156,9 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, ChangeSky)
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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PARAM_INT(sky1);
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PARAM_INT(sky2);
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sky1texture = self->skytexture1 = FSetTextureID(sky1);
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sky2texture = self->skytexture2 = FSetTextureID(sky2);
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R_InitSkyMap();
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self->skytexture1 = FSetTextureID(sky1);
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self->skytexture2 = FSetTextureID(sky2);
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InitSkyMap(self);
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return 0;
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}
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@ -492,6 +492,10 @@ public:
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float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
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float skyspeed2;
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double sky1pos, sky2pos;
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float hw_sky1pos, hw_sky2pos;
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bool skystretch;
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int total_secrets;
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int found_secrets;
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@ -72,24 +72,24 @@ void GLSkyInfo::init(HWDrawInfo *di, int sky1, PalEntry FadeColor)
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normalsky:
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if (di->Level->flags&LEVEL_DOUBLESKY)
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{
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texture[1] = FMaterial::ValidateTexture(sky1texture, false, true);
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x_offset[1] = hw_sky1pos;
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texture[1] = FMaterial::ValidateTexture(di->Level->skytexture1, false, true);
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x_offset[1] = di->Level->hw_sky1pos;
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doublesky = true;
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}
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if ((di->Level->flags&LEVEL_SWAPSKIES || (sky1 == PL_SKYFLAT) || (di->Level->flags&LEVEL_DOUBLESKY)) &&
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sky2texture != sky1texture) // If both skies are equal use the scroll offset of the first!
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di->Level->skytexture2 != di->Level->skytexture1) // If both skies are equal use the scroll offset of the first!
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{
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texture[0] = FMaterial::ValidateTexture(sky2texture, false, true);
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skytexno1 = sky2texture;
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texture[0] = FMaterial::ValidateTexture(di->Level->skytexture2, false, true);
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skytexno1 = di->Level->skytexture2;
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sky2 = true;
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x_offset[0] = hw_sky2pos;
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x_offset[0] = di->Level->hw_sky2pos;
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}
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else if (!doublesky)
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{
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texture[0] = FMaterial::ValidateTexture(sky1texture, false, true);
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skytexno1 = sky1texture;
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x_offset[0] = hw_sky1pos;
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texture[0] = FMaterial::ValidateTexture(di->Level->skytexture1, false, true);
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skytexno1 = di->Level->skytexture1;
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x_offset[0] = di->Level->hw_sky1pos;
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}
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}
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if (di->Level->skyfog > 0)
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@ -9762,13 +9762,13 @@ scriptwait:
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sky2name = Level->Behaviors.LookupString (STACK(1));
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if (sky1name[0] != 0)
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{
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sky1texture = Level->skytexture1 = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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Level->skytexture1 = TexMan.GetTextureID(sky1name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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}
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if (sky2name[0] != 0)
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{
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sky2texture = Level->skytexture2 = TexMan.GetTextureID(sky2name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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Level->skytexture2 = TexMan.GetTextureID(sky2name, ETextureType::Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
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}
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R_InitSkyMap ();
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InitSkyMap (Level);
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sp -= 2;
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}
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break;
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@ -57,6 +57,7 @@
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#include "g_levellocals.h"
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#include "events.h"
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#include "p_destructible.h"
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#include "r_sky.h"
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#include "fragglescript/t_script.h"
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//==========================================================================
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@ -976,9 +977,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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if (arc.isReading())
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{
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sky1texture = skytexture1;
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sky2texture = skytexture2;
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R_InitSkyMap();
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InitSkyMap(this);
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AirControlChanged();
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bglobal.freeze = !!(frozenstate & 2);
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}
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@ -175,20 +175,14 @@ static void PrecacheLevel(FLevelLocals *Level)
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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if (Level->skytexture1.isValid())
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{
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AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
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AddToList(hitlist.Data(), Level->skytexture1, FTextureManager::HIT_Sky);
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}
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if (sky2texture.isValid())
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if (Level->skytexture2.isValid())
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{
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AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
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AddToList(hitlist.Data(), Level->skytexture2, FTextureManager::HIT_Sky);
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}
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for (auto n : gameinfo.PrecachedTextures)
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@ -291,9 +291,10 @@ void PolySkySetup::Update()
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double skyscale = 0.0;
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float skyiscale = 0.0f;
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fixed_t sky1cyl = 0, sky2cyl = 0;
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auto Level = PolyRenderer::Instance()->Level;
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auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true);
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auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true);
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auto skytex1 = TexMan.GetPalettedTexture(Level->skytexture1, true);
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auto skytex2 = TexMan.GetPalettedTexture(Level->skytexture2, true);
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if (skytex1)
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{
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@ -307,7 +308,7 @@ void PolySkySetup::Update()
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}
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else if (skyheight > 200)
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{
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skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(PolyRenderer::Instance()->Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
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skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
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}
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if (viewwidth != 0 && viewheight != 0)
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skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
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}
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if (skystretch)
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if (Level->skystretch)
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{
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skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
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skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
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if ((PolyRenderer::Instance()->Level->flags & LEVEL_SWAPSKIES) && !(PolyRenderer::Instance()->Level->flags & LEVEL_DOUBLESKY))
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{
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sky1tex = sky2texture;
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sky1tex = Level->skytexture2;
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}
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else
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{
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sky1tex = sky1texture;
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sky1tex = Level->skytexture1;
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}
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sky2tex = sky2texture;
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sky2tex = Level->skytexture2;
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skymid = skytexturemid;
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skyangle = 0;
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else
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backskytex = nullptr;
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skyflip = false;
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frontdpos = sky1pos;
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backdpos = sky2pos;
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frontdpos = Level->sky1pos;
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backdpos = Level->sky2pos;
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frontcyl = sky1cyl;
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backcyl = sky2cyl;
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}
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backskytex = nullptr;
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frontcyl = sky2cyl;
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skyflip = false;
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frontdpos = sky2pos;
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frontdpos = Level->sky2pos;
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}
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else
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{ // MBF's linedef-controlled skies
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@ -43,10 +43,6 @@
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// sky mapping
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//
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FTextureID skyflatnum;
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FTextureID sky1texture, sky2texture;
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double sky1pos, sky2pos;
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float hw_sky1pos, hw_sky2pos;
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bool skystretch;
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// [RH] Stretch sky texture if not taller than 128 pixels?
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// Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped
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//
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//==========================================================================
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void R_InitSkyMap()
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void InitSkyMap(FLevelLocals *Level)
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{
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int skyheight;
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FTexture *skytex1, *skytex2;
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// Do not allow the null texture which has no bitmap and will crash.
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if (sky1texture.isNull())
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if (Level->skytexture1.isNull())
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{
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sky1texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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Level->skytexture1 = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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if (sky2texture.isNull())
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if (Level->skytexture2.isNull())
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{
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sky2texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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Level->skytexture2 = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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skytex1 = TexMan.GetTexture(sky1texture, false);
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skytex2 = TexMan.GetTexture(sky2texture, false);
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skytex1 = TexMan.GetTexture(Level->skytexture1, false);
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skytex2 = TexMan.GetTexture(Level->skytexture2, false);
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if (skytex1 == nullptr)
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return;
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if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetDisplayHeight() != skytex2->GetDisplayHeight())
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if ((Level->flags & LEVEL_DOUBLESKY) && skytex1->GetDisplayHeight() != skytex2->GetDisplayHeight())
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{
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Printf(TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
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sky2texture = sky1texture;
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Level->flags &= ~LEVEL_DOUBLESKY;
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Level->skytexture1 = Level->skytexture2;
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}
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// There are various combinations for sky rendering depending on how tall the sky is:
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@ -109,14 +106,23 @@ void R_InitSkyMap()
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if (skyheight >= 128 && skyheight < 200)
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{
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skystretch = (r_skymode == 1
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Level->skystretch = (r_skymode == 1
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&& skyheight >= 128
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&& level.IsFreelookAllowed()
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&& !(level.flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
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&& Level->IsFreelookAllowed()
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&& !(Level->flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
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}
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else skystretch = false;
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else Level->skystretch = false;
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}
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void R_InitSkyMap()
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{
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for(auto Level : AllLevels())
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{
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InitSkyMap(Level);
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}
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}
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//==========================================================================
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//
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// R_UpdateSky
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void R_UpdateSky (uint64_t mstime)
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{
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// Scroll the sky
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double ms = (double)mstime * FRACUNIT;
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sky1pos = ms * level.skyspeed1;
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sky2pos = ms * level.skyspeed2;
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// The hardware renderer uses a different value range and clamps it to a single rotation
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hw_sky1pos = (float)(fmod((double(mstime) * level.skyspeed1), 1024.) * (90. / 256.));
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hw_sky2pos = (float)(fmod((double(mstime) * level.skyspeed2), 1024.) * (90. / 256.));
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for(auto Level : AllLevels())
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{
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// Scroll the sky
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Level->sky1pos = ms * level.skyspeed1;
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Level->sky2pos = ms * level.skyspeed2;
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// The hardware renderer uses a different value range and clamps it to a single rotation
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Level->hw_sky1pos = (float)(fmod((double(mstime) * level.skyspeed1), 1024.) * (90. / 256.));
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Level->hw_sky2pos = (float)(fmod((double(mstime) * level.skyspeed2), 1024.) * (90. / 256.));
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}
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}
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@ -30,17 +30,16 @@
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#include "textures/textures.h"
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struct FLevelLocals;
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extern FTextureID skyflatnum;
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extern FTextureID sky1texture, sky2texture;
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extern double sky1pos, sky2pos;
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extern float hw_sky1pos, hw_sky2pos;
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extern bool skystretch;
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extern int freelookviewheight;
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#define SKYSTRETCH_HEIGHT 228
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// Called whenever the sky changes.
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void R_InitSkyMap ();
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void InitSkyMap(FLevelLocals *Level);
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void R_InitSkyMap();
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void R_UpdateSky (uint64_t mstime);
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// 57 world units roughly represent one sky texel for the glTranslate call.
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@ -72,8 +72,8 @@ namespace swrenderer
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Thread = thread;
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auto Level = Thread->Viewport->Level();
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auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true);
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auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true);
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auto skytex1 = TexMan.GetPalettedTexture(Level->skytexture1, true);
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auto skytex2 = TexMan.GetPalettedTexture(Level->skytexture2, true);
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if (skytex1 == nullptr)
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return;
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@ -100,7 +100,7 @@ namespace swrenderer
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skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
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}
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if (skystretch)
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if (Level->skystretch)
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{
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skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
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skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
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@ -123,13 +123,13 @@ namespace swrenderer
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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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sky1tex = Level->skytexture2;
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}
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else
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{
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sky1tex = sky1texture;
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sky1tex = Level->skytexture1;
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}
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sky2tex = sky2texture;
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sky2tex = Level->skytexture2;
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skymid = skytexturemid;
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skyangle = Thread->Viewport->viewpoint.Angles.Yaw.BAMs();
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@ -144,8 +144,8 @@ namespace swrenderer
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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;
|
||||
frontdpos = Level->sky1pos;
|
||||
backdpos = Level->sky2pos;
|
||||
frontcyl = sky1cyl;
|
||||
backcyl = sky2cyl;
|
||||
}
|
||||
|
@ -155,7 +155,7 @@ namespace swrenderer
|
|||
backskytex = NULL;
|
||||
frontcyl = sky2cyl;
|
||||
skyflip = 0;
|
||||
frontdpos = sky2pos;
|
||||
frontdpos = Level->sky2pos;
|
||||
}
|
||||
else
|
||||
{ // MBF's linedef-controlled skies
|
||||
|
@ -202,7 +202,7 @@ namespace swrenderer
|
|||
|
||||
int frontxscale = int(frontskytex->GetScale().X * 1024);
|
||||
frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
|
||||
if (skystretch)
|
||||
if (Level->skystretch)
|
||||
{
|
||||
skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue