- Improve softpoly sky rendering a little bit

This commit is contained in:
Magnus Norddahl 2017-05-05 03:27:22 +02:00
parent 2dff0e7309
commit 4fcea96a1c
3 changed files with 166 additions and 17 deletions

View file

@ -209,7 +209,8 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
#endif #endif
// Keep varyings in -128 to 128 range if possible // Keep varyings in -128 to 128 range if possible
if (numclipvert > 0) // But don't do this for the skycap mode since the V texture coordinate is used for blending
if (numclipvert > 0 && args->uniforms->BlendMode() != TriBlendMode::Skycap)
{ {
float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f; float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f;
float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f; float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f;

View file

@ -37,17 +37,41 @@ PolySkyDome::PolySkyDome()
void PolySkyDome::Render(const TriMatrix &worldToClip) void PolySkyDome::Render(const TriMatrix &worldToClip)
{ {
FTextureID sky1tex, sky2tex; PolySkySetup frameSetup;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) frameSetup.Update();
sky1tex = sky2texture;
else
sky1tex = sky1texture;
sky2tex = sky2texture;
FTexture *frontskytex = TexMan(sky1tex, true); if (frameSetup != mCurrentSetup)
FTexture *backskytex = nullptr; {
if (level.flags & LEVEL_DOUBLESKY) double frontTexWidth = (double)frameSetup.frontskytex->GetWidth();
backskytex = TexMan(sky2tex, true); float scaleFrontU = (float)(frameSetup.frontcyl / frontTexWidth);
if (frameSetup.skyflip)
scaleFrontU = -scaleFrontU;
float baseOffset = (float)(frameSetup.skyangle / 65536.0 / frontTexWidth);
float offsetFrontU = baseOffset * scaleFrontU + (float)(frameSetup.frontpos / 65536.0 / frontTexWidth);
float scaleFrontV = (float)(frameSetup.frontskytex->Scale.Y * 1.6);
float offsetFrontV;
// BTSX
/*{
offsetFrontU += 0.5f;
offsetFrontV = (float)((28.0f - frameSetup.skymid) / frameSetup.frontskytex->GetHeight());
}*/
// E1M1
{
offsetFrontV = (float)((28.0f + frameSetup.skymid) / frameSetup.frontskytex->GetHeight());
}
unsigned int count = mVertices.Size();
for (unsigned int i = 0; i < count; i++)
{
mVertices[i].u = offsetFrontU + mInitialUV[i].X * scaleFrontU;
mVertices[i].v = offsetFrontV + mInitialUV[i].Y * scaleFrontV;
}
mCurrentSetup = frameSetup;
}
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z); TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z);
@ -63,13 +87,13 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
args.SetWriteStencil(true, 1); args.SetWriteStencil(true, 1);
args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f)); args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f));
RenderCapColorRow(args, frontskytex, 0, false); RenderCapColorRow(args, mCurrentSetup.frontskytex, 0, false);
RenderCapColorRow(args, frontskytex, rc, true); RenderCapColorRow(args, mCurrentSetup.frontskytex, rc, true);
args.SetTexture(frontskytex); args.SetTexture(mCurrentSetup.frontskytex);
uint32_t topcapcolor = frontskytex->GetSkyCapColor(false); uint32_t topcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(false);
uint32_t bottomcapcolor = frontskytex->GetSkyCapColor(true); uint32_t bottomcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(true);
uint8_t topcapindex = RGB256k.All[((RPART(topcapcolor) >> 2) << 12) | ((GPART(topcapcolor) >> 2) << 6) | (BPART(topcapcolor) >> 2)]; uint8_t topcapindex = RGB256k.All[((RPART(topcapcolor) >> 2) << 12) | ((GPART(topcapcolor) >> 2) << 6) | (BPART(topcapcolor) >> 2)];
uint8_t bottomcapindex = RGB256k.All[((RPART(bottomcapcolor) >> 2) << 12) | ((GPART(bottomcapcolor) >> 2) << 6) | (BPART(bottomcapcolor) >> 2)]; uint8_t bottomcapindex = RGB256k.All[((RPART(bottomcapcolor) >> 2) << 12) | ((GPART(bottomcapcolor) >> 2) << 6) | (BPART(bottomcapcolor) >> 2)];
@ -174,6 +198,108 @@ void PolySkyDome::SkyVertex(int r, int c, bool zflip)
// And finally the vertex. // And finally the vertex.
TriVertex vert; TriVertex vert;
vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v * 1.2f - 0.5f); vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u, v - 0.5f);
mVertices.Push(vert); mVertices.Push(vert);
mInitialUV.Push({ vert.u, vert.v });
}
/////////////////////////////////////////////////////////////////////////////
void PolySkySetup::Update()
{
FTextureID sky1tex, sky2tex;
double frontdpos = 0, backdpos = 0;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
{
sky1tex = sky2texture;
}
else
{
sky1tex = sky1texture;
}
sky2tex = sky2texture;
skymid = skytexturemid;
skyangle = 0;
int sectorSky = 0;// sector->sky;
if (!(sectorSky & PL_SKYFLAT))
{ // use sky1
sky1:
frontskytex = TexMan(sky1tex, true);
if (level.flags & LEVEL_DOUBLESKY)
backskytex = TexMan(sky2tex, true);
else
backskytex = nullptr;
skyflip = false;
frontdpos = sky1pos;
backdpos = sky2pos;
frontcyl = sky1cyl;
backcyl = sky2cyl;
}
else if (sectorSky == PL_SKYFLAT)
{ // use sky2
frontskytex = TexMan(sky2tex, true);
backskytex = nullptr;
frontcyl = sky2cyl;
skyflip = false;
frontdpos = sky2pos;
}
else
{ // MBF's linedef-controlled skies
// Sky Linedef
const line_t *l = &level.lines[(sectorSky & ~PL_SKYFLAT) - 1];
// Sky transferred from first sidedef
const side_t *s = l->sidedef[0];
int pos;
// Texture comes from upper texture of reference sidedef
// [RH] If swapping skies, then use the lower sidedef
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
frontskytex = TexMan(s->GetTexture(pos), true);
if (frontskytex == nullptr || frontskytex->UseType == FTexture::TEX_Null)
{ // [RH] The blank texture: Use normal sky instead.
goto sky1;
}
backskytex = nullptr;
// Horizontal offset is turned into an angle offset,
// to allow sky rotation as well as careful positioning.
// However, the offset is scaled very small, so that it
// allows a long-period of sky rotation.
skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos));
// Vertical offset allows careful sky positioning.
skymid = s->GetTextureYOffset(pos);
// We sometimes flip the picture horizontally.
//
// Doom always flipped the picture, so we make it optional,
// to make it easier to use the new feature, while to still
// allow old sky textures to be used.
skyflip = l->args[2] ? false : true;
int frontxscale = int(frontskytex->Scale.X * 1024);
frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
if (skystretch)
{
skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
}
}
frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
if (backskytex != nullptr)
{
backpos = int(fmod(backdpos, sky2cyl * 65536.0));
}
} }

View file

@ -23,6 +23,25 @@
#include "polyrenderer/drawers/poly_triangle.h" #include "polyrenderer/drawers/poly_triangle.h"
class PolySkySetup
{
public:
void Update();
bool operator==(const PolySkySetup &that) const { return memcmp(this, &that, sizeof(PolySkySetup)) == 0; }
bool operator!=(const PolySkySetup &that) const { return memcmp(this, &that, sizeof(PolySkySetup)) != 0; }
FTexture *frontskytex = nullptr;
FTexture *backskytex = nullptr;
bool skyflip = 0;
int frontpos = 0;
int backpos = 0;
fixed_t frontcyl = 0;
fixed_t backcyl = 0;
double skymid = 0.0;
angle_t skyangle = 0;
};
class PolySkyDome class PolySkyDome
{ {
public: public:
@ -30,6 +49,7 @@ public:
void Render(const TriMatrix &worldToClip); void Render(const TriMatrix &worldToClip);
private: private:
TArray<FVector2> mInitialUV;
TArray<TriVertex> mVertices; TArray<TriVertex> mVertices;
TArray<unsigned int> mPrimStart; TArray<unsigned int> mPrimStart;
int mRows, mColumns; int mRows, mColumns;
@ -42,4 +62,6 @@ private:
void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap); void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0); TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
PolySkySetup mCurrentSetup;
}; };