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https://github.com/ZDoom/gzdoom-gles.git
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- took the sky cap color getter out of the texture system.
# Conflicts: # src/common/textures/textures.h
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d1da26895b
commit
c563f4993f
10 changed files with 92 additions and 83 deletions
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@ -158,69 +158,6 @@ void FTexture::SetDisplaySize(int fitwidth, int fitheight)
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if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.);
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry FTexture::averageColor(const uint32_t *data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size == 0)
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{
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return PalEntry(255, 255, 255);
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}
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for (i = 0; i < size; i++)
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{
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b += BPART(data[i]);
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g += GPART(data[i]);
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r += RPART(data[i]);
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}
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r = r / size;
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g = g / size;
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b = b / size;
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int maxv = MAX(MAX(r, g), b);
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if (maxv && maxout)
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{
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r = ::Scale(r, maxout, maxv);
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g = ::Scale(g, maxout, maxv);
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b = ::Scale(b, maxout, maxv);
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}
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return PalEntry(255, r, g, b);
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}
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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if (!bSWSkyColorDone)
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{
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bSWSkyColorDone = true;
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FBitmap bitmap = GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t *buffer = (const uint32_t *)bitmap.GetPixels();
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if (buffer)
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{
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CeilingSkyColor = averageColor((uint32_t *)buffer, w * MIN(30, h), 0);
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if (h>30)
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{
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FloorSkyColor = averageColor(((uint32_t *)buffer) + (h - 30)*w, w * 30, 0);
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}
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else FloorSkyColor = CeilingSkyColor;
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}
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}
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return bottom ? FloorSkyColor : CeilingSkyColor;
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}
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//====================================================================
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//
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// CheckRealHeight
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@ -288,7 +288,6 @@ public:
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bool isMasked() const { return bMasked; }
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void SetSkyOffset(int offs) { SkyOffset = offs; }
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int GetSkyOffset() const { return SkyOffset; }
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PalEntry GetSkyCapColor(bool bottom);
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virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
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void GetGlowColor(float *data);
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bool isGlowing() const { return bGlowing; }
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@ -329,7 +328,6 @@ public:
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virtual FBitmap GetBgraBitmap(const PalEntry *remap, int *trans = nullptr);
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static bool SmoothEdges(unsigned char * buffer,int w, int h);
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static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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protected:
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@ -424,14 +422,6 @@ public:
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return bTranslucent != -1 ? bTranslucent : DetermineTranslucency();
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}
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private:
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int CheckDDPK3();
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int CheckExternalFile(bool & hascolorkey);
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bool bSWSkyColorDone = false;
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PalEntry FloorSkyColor;
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PalEntry CeilingSkyColor;
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public:
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void CheckTrans(unsigned char * buffer, int size, int trans);
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@ -731,7 +721,6 @@ public:
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const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
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int GetAreas(FloatRect** pAreas) const { return Base->GetAreas(pAreas); }
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PalEntry GetSkyCapColor(bool bottom) { return Base->GetSkyCapColor(bottom); }
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bool GetTranslucency()
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{
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@ -471,6 +471,47 @@ void MakeGoodRemap(uint32_t* BaseColors, uint8_t* Remap)
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// 256 entries are different. :-)
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry averageColor(const uint32_t* data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size == 0)
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{
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return PalEntry(255, 255, 255);
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}
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for (i = 0; i < size; i++)
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{
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b += BPART(data[i]);
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g += GPART(data[i]);
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r += RPART(data[i]);
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}
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r = r / size;
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g = g / size;
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b = b / size;
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int maxv = MAX(MAX(r, g), b);
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if (maxv && maxout)
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{
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r = ::Scale(r, maxout, maxv);
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g = ::Scale(g, maxout, maxv);
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b = ::Scale(b, maxout, maxv);
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}
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return PalEntry(255, r, g, b);
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}
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//==========================================================================
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//
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// V_GetColorFromString
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@ -30,6 +30,7 @@ FString V_GetColorStringByName(const char* name, FScriptPosition* sc = nullptr);
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// Tries to get color by name, then by string
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int V_GetColor(const uint32_t* palette, const char* str, FScriptPosition* sc = nullptr);
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int V_GetColor(const uint32_t* palette, FScanner& sc);
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PalEntry averageColor(const uint32_t* data, int size, int maxout);
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enum
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{
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@ -66,13 +66,12 @@ void HWSkyPortal::RenderDome(HWDrawInfo *di, FRenderState &state, FGameTexture *
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// The caps only get drawn for the main layer but not for the overlay.
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != NULL)
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{
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PalEntry pe = tex->GetSkyCapColor(false);
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state.SetObjectColor(pe);
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auto &col = R_GetSkyCapColor(tex);
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state.SetObjectColor(col.first);
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state.EnableTexture(false);
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RenderRow(di, state, DT_TriangleFan, 0);
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pe = tex->GetSkyCapColor(true);
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state.SetObjectColor(pe);
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state.SetObjectColor(col.second);
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RenderRow(di, state, DT_TriangleFan, rc);
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state.EnableTexture(true);
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}
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@ -64,8 +64,6 @@ void PolyHardwareTexture::Reset()
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DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
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{
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FGameTexture *tex = state.mMaterial->Source();
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if (!mCanvas)
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{
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int flags = state.mMaterial->GetScaleFlags();
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@ -39,6 +39,8 @@
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#include "v_text.h"
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#include "g_levellocals.h"
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#include "texturemanager.h"
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#include "palentry.h"
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#include "bitmap.h"
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//
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// sky mapping
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@ -54,6 +56,46 @@ CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE|CVAR_NOINITCALL)
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CVAR(Float, skyoffset, 0, 0) // for testing
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struct SkyColor
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{
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FTextureID Texture;
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std::pair<PalEntry, PalEntry> Colors;
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};
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static TArray<SkyColor> SkyColors;
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std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex)
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{
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for (auto& sky : SkyColors)
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{
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if (sky.Texture == tex->GetID()) return sky.Colors;
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}
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auto itex = tex->GetTexture();
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SkyColor sky;
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FBitmap bitmap = itex->GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels();
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if (buffer)
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{
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sky.Colors.first = averageColor((uint32_t*)buffer, w * MIN(30, h), 0);
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if (h > 30)
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{
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sky.Colors.second = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0);
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}
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else sky.Colors.second = sky.Colors.first;
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}
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sky.Texture = tex->GetID();
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SkyColors.Push(sky);
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return SkyColors.Last().Colors;
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}
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//==========================================================================
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//
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// R_InitSkyMap
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@ -28,6 +28,7 @@
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#ifndef __R_SKY_H__
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#define __R_SKY_H__
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#include <utility>
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#include "textures.h"
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struct FLevelLocals;
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@ -41,6 +42,7 @@ extern int freelookviewheight;
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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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std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex);
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// 57 world units roughly represent one sky texel for the glTranslate call.
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enum
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@ -258,8 +258,9 @@ namespace swrenderer
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drawerargs.SetDest(viewport, start_x, y1);
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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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auto& col = R_GetSkyCapColor(frontskytex->GetTexture());
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drawerargs.SetSolidTop(col.first);
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drawerargs.SetSolidBottom(col.second);
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if (!backskytex)
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drawerargs.DrawSingleSkyColumn(Thread);
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@ -62,7 +62,6 @@ public:
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}
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int GetSkyOffset() const { return mTexture->GetSkyOffset(); }
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PalEntry GetSkyCapColor(bool bottom) const { return mSource->GetSkyCapColor(bottom); }
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int GetWidth () { return mTexture->GetTexelWidth(); }
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int GetHeight () { return mTexture->GetTexelHeight(); }
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