- Slightly improve sky rendering in softpoly

This commit is contained in:
Magnus Norddahl 2017-05-06 01:43:05 +02:00
parent bb12dabe2b
commit 5c1dc900e3
2 changed files with 97 additions and 23 deletions

View file

@ -37,31 +37,32 @@ PolySkyDome::PolySkyDome()
void PolySkyDome::Render(const TriMatrix &worldToClip)
{
#ifdef USE_GL_DOME_MATH
TriMatrix modelMatrix = GLSkyMath();
#else
TriMatrix modelMatrix = TriMatrix::identity();
PolySkySetup frameSetup;
frameSetup.Update();
if (frameSetup != mCurrentSetup)
{
double frontTexWidth = (double)frameSetup.frontskytex->GetWidth();
float scaleFrontU = (float)(frameSetup.frontcyl / frontTexWidth);
if (frameSetup.skyflip)
scaleFrontU = -scaleFrontU;
// frontcyl = pixels for full 360 degrees, front texture
// backcyl = pixels for full 360 degrees, back texture
// skymid = Y scaled pixel offset
// sky1pos = unscaled X offset, front
// sky2pos = unscaled X offset, back
// frontpos = scaled X pixel offset (fixed point)
// backpos = scaled X pixel offset (fixed point)
// skyflip = flip X direction
float baseOffset = (float)(frameSetup.skyangle / 65536.0 / frontTexWidth);
float offsetFrontU = baseOffset * scaleFrontU + (float)(frameSetup.frontpos / 65536.0 / frontTexWidth);
float scaleBaseV = 1.42f;
float offsetBaseV = 0.25f;
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());
}
float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
float offsetFrontU = (float)(frameSetup.frontpos / 65536.0 / frameSetup.frontskytex->GetWidth());
float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
unsigned int count = mVertices.Size();
for (unsigned int i = 0; i < count; i++)
@ -72,9 +73,10 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
mCurrentSetup = frameSetup;
}
#endif
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) * modelMatrix;
objectToClip = worldToClip * objectToWorld;
int rc = mRows + 1;
@ -203,6 +205,80 @@ void PolySkyDome::SkyVertex(int r, int c, bool zflip)
mInitialUV.Push({ vert.u, vert.v });
}
TriMatrix PolySkyDome::GLSkyMath()
{
PolySkySetup frameSetup;
frameSetup.Update();
mCurrentSetup = frameSetup;
float x_offset = 0.0f;
float y_offset = 0.0f;
bool mirror = false;
FTexture *tex = mCurrentSetup.frontskytex;
float skyoffset = 0.0f; // skyoffset debugging CVAR in GL renderer
int texh = 0;
int texw = 0;
// 57 world units roughly represent one sky texel for the glTranslate call.
const float skyoffsetfactor = 57;
TriMatrix modelMatrix = TriMatrix::identity();
if (tex)
{
texw = tex->GetWidth();
texh = tex->GetHeight();
modelMatrix = TriMatrix::rotate(-180.0f + x_offset, 0.f, 0.f, 1.f);
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
{
modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
yscale = 240.f / texh;
}
else if (texh < 128)
{
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 128 / 230.f);
yscale = (float)(128 / texh); // intentionally left as integer.
}
else if (texh < 200)
{
modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, texh / 230.f);
}
else if (texh <= 240)
{
modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (200 - texh + tex->SkyOffset + skyoffset)*skyoffsetfactor);
modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f);
}
else
{
modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
yscale = 240.f / texh;
}
float offsetU = 1.0f;
float offsetV = y_offset / texh;
float scaleU = mirror ? -xscale : xscale;
float scaleV = yscale;
unsigned int count = mVertices.Size();
for (unsigned int i = 0; i < count; i++)
{
mVertices[i].u = offsetU + mInitialUV[i].X * scaleU;
mVertices[i].v = offsetV + mInitialUV[i].Y * scaleV;
}
}
return modelMatrix;
}
/////////////////////////////////////////////////////////////////////////////
void PolySkySetup::Update()
@ -291,10 +367,6 @@ void PolySkySetup::Update()
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));

View file

@ -63,5 +63,7 @@ private:
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
TriMatrix GLSkyMath();
PolySkySetup mCurrentSetup;
};