// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #include #include #include "templates.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "doomstat.h" #include "swrenderer/r_main.h" #include "r_sky.h" #include "stats.h" #include "v_video.h" #include "a_sharedglobal.h" #include "c_console.h" #include "cmdlib.h" #include "d_net.h" #include "g_level.h" #include "swrenderer/scene/r_opaque_pass.h" #include "r_skyplane.h" #include "swrenderer/scene/r_3dfloors.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "gl/dynlights/gl_dynlight.h" #include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/line/r_wallsetup.h" #include "swrenderer/line/r_walldraw.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/r_memory.h" #include "g_levellocals.h" CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); EXTERN_CVAR(Int, r_skymode) namespace swrenderer { void RenderSkyPlane::Render(visplane_t *pl) { 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 = ViewAngle.BAMs(); if (pl->picnum == skyflatnum) { if (!(pl->sky & PL_SKYFLAT)) { // use sky1 sky1: frontskytex = TexMan(sky1tex, true); if (level.flags & LEVEL_DOUBLESKY) backskytex = TexMan(sky2tex, true); else backskytex = NULL; skyflip = 0; frontdpos = sky1pos; backdpos = sky2pos; frontcyl = sky1cyl; backcyl = sky2cyl; } else if (pl->sky == PL_SKYFLAT) { // use sky2 frontskytex = TexMan(sky2tex, true); backskytex = NULL; frontcyl = sky2cyl; skyflip = 0; frontdpos = sky2pos; } else { // MBF's linedef-controlled skies // Sky Linedef const line_t *l = &level.lines[(pl->sky & ~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 == NULL || frontskytex->UseType == FTexture::TEX_Null) { // [RH] The blank texture: Use normal sky instead. goto sky1; } backskytex = NULL; // 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] ? 0u : ~0u; 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 != NULL) { backpos = int(fmod(backdpos, sky2cyl * 65536.0)); } bool fakefixed = false; if (fixedcolormap) { R_SetColorMapLight(fixedcolormap, 0, 0); } else { fakefixed = true; fixedcolormap = &NormalLight; R_SetColorMapLight(fixedcolormap, 0, 0); } DrawSky(pl); if (fakefixed) fixedcolormap = NULL; } // Get a column of sky when there is only one sky texture. const uint8_t *RenderSkyPlane::GetOneSkyColumn(FTexture *fronttex, int x) { int tx; if (r_linearsky) { angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90); angle_t column = (skyangle + xangle) ^ skyflip; tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS; } else { angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip; tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS; } if (!r_swtruecolor) return fronttex->GetColumn(tx, NULL); else { return (const uint8_t *)fronttex->GetColumnBgra(tx, NULL); } } // Get a column of sky when there are two overlapping sky textures const uint8_t *RenderSkyPlane::GetTwoSkyColumns(FTexture *fronttex, int x) { uint32_t ang, angle1, angle2; if (r_linearsky) { angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90); ang = (skyangle + xangle) ^ skyflip; } else { ang = (skyangle + xtoviewangle[x]) ^ skyflip; } angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS); angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS); // Check if this column has already been built. If so, there's // no reason to waste time building it again. uint32_t skycol = (angle1 << 16) | angle2; int i; if (!r_swtruecolor) { for (i = 0; i < 4; ++i) { if (lastskycol[i] == skycol) { return skybuf[i]; } } lastskycol[skycolplace] = skycol; uint8_t *composite = skybuf[skycolplace]; skycolplace = (skycolplace + 1) & 3; // The ordering of the following code has been tuned to allow VC++ to optimize // it well. In particular, this arrangement lets it keep count in a register // instead of on the stack. const uint8_t *front = fronttex->GetColumn(angle1, NULL); const uint8_t *back = backskytex->GetColumn(angle2, NULL); int count = MIN(512, MIN(backskytex->GetHeight(), fronttex->GetHeight())); i = 0; do { if (front[i]) { composite[i] = front[i]; } else { composite[i] = back[i]; } } while (++i, --count); return composite; } else { //return GetOneSkyColumn(fronttex, x); for (i = skycolplace_bgra - 4; i < skycolplace_bgra; ++i) { int ic = (i % MAXSKYBUF); // i "checker" - can wrap around the ends of the array if (lastskycol_bgra[ic] == skycol) { return (uint8_t*)(skybuf_bgra[ic]); } } lastskycol_bgra[skycolplace_bgra] = skycol; uint32_t *composite = skybuf_bgra[skycolplace_bgra]; skycolplace_bgra = (skycolplace_bgra + 1) % MAXSKYBUF; // The ordering of the following code has been tuned to allow VC++ to optimize // it well. In particular, this arrangement lets it keep count in a register // instead of on the stack. const uint32_t *front = (const uint32_t *)fronttex->GetColumnBgra(angle1, NULL); const uint32_t *back = (const uint32_t *)backskytex->GetColumnBgra(angle2, NULL); //[SP] Paletted version is used for comparison only const uint8_t *frontcompare = fronttex->GetColumn(angle1, NULL); int count = MIN(512, MIN(backskytex->GetHeight(), fronttex->GetHeight())); i = 0; do { if (frontcompare[i]) { composite[i] = front[i]; } else { composite[i] = back[i]; } } while (++i, --count); return (uint8_t*)composite; } } void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat) { using namespace drawerargs; RenderPortal *renderportal = RenderPortal::Instance(); uint32_t height = frontskytex->GetHeight(); for (int i = 0; i < columns; i++) { double uv_stepd = skyiscale * yrepeat; double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height; double v_step = uv_stepd / height; uint32_t uv_pos = (uint32_t)(v * 0x01000000); uint32_t uv_step = (uint32_t)(v_step * 0x01000000); int x = start_x + i; if (renderportal->MirrorFlags & RF_XFLIP) x = (viewwidth - x); uint32_t ang, angle1, angle2; if (r_linearsky) { angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90); ang = (skyangle + xangle) ^ skyflip; } else { ang = (skyangle + xtoviewangle[x]) ^ skyflip; } angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS); angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS); if (r_swtruecolor) { dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumnBgra(angle1, nullptr); dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumnBgra(angle2, nullptr) : nullptr; } else { dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumn(angle1, nullptr); dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumn(angle2, nullptr) : nullptr; } 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 RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2, int columns) { if (1 << frontskytex->HeightBits == frontskytex->GetHeight()) { double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight(); 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); DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat); } } void RenderSkyPlane::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; DrawSkyColumn(x, y1, y2, 1); } } void RenderSkyPlane::DrawSky(visplane_t *pl) { if (r_skymode == 2) { 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; } RenderPortal *renderportal = RenderPortal::Instance(); if (renderportal->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; } frontyScale = frontskytex->Scale.Y; 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; } R_DrawSkySegment(frontskytex, pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall, frontyScale, 0, 0, 0.0f, 0.0f, backskytex == NULL ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns); } else { // The texture does not tile nicely frontyScale *= skyscale; frontiScale = 1 / frontyScale; DrawSkyStriped(pl); } } void RenderSkyPlane::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; } R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, backskytex == NULL ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns); yl = yh; yh += drawheight; dc_texturemid = iscale * (centery - yl - 1); } } FTexture *RenderSkyPlane::frontskytex; FTexture *RenderSkyPlane::backskytex; angle_t RenderSkyPlane::skyflip; int RenderSkyPlane::frontpos; int RenderSkyPlane::backpos; double RenderSkyPlane::frontyScale; fixed_t RenderSkyPlane::frontcyl; fixed_t RenderSkyPlane::backcyl; double RenderSkyPlane::skymid; angle_t RenderSkyPlane::skyangle; double RenderSkyPlane::frontiScale; // Allow for layer skies up to 512 pixels tall. This is overkill, // since the most anyone can ever see of the sky is 500 pixels. // We need 4 skybufs because DrawSkySegment can draw up to 4 columns at a time. // Need two versions - one for true color and one for palette uint8_t RenderSkyPlane::skybuf[4][512]; uint32_t RenderSkyPlane::skybuf_bgra[MAXSKYBUF][512]; uint32_t RenderSkyPlane::lastskycol[4]; uint32_t RenderSkyPlane::lastskycol_bgra[MAXSKYBUF]; int RenderSkyPlane::skycolplace; int RenderSkyPlane::skycolplace_bgra; }