//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2016 Magnus Norddahl // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // #include #include #include "templates.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "doomstat.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 "a_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/scene/r_scene.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/r_memory.h" #include "swrenderer/r_renderthread.h" #include "g_levellocals.h" CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); EXTERN_CVAR(Int, r_skymode) double skytexturemid; double skyscale; float skyiscale; fixed_t sky1cyl, sky2cyl; void InitSoftwareSky() { auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true); auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true); if (skytex1 == nullptr) return; // Note: I don't think it is good that this stuff gets cached globally. // For something that only needs to be once per frame it is rather pointless and makes it hard to swap out the underlying textures based on user settings. FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture(); FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture(); skytexturemid = 0; int skyheight = skytex1->GetDisplayHeight(); if (skyheight >= 128 && skyheight < 200) { skytexturemid = -28; } else if (skyheight > 200) { skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0); } if (viewwidth != 0 && viewheight != 0) { skyiscale = float(r_Yaspect / freelookviewheight); skyscale = freelookviewheight / r_Yaspect; skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.); skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees); } if (skystretch) { skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight; skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT; skytexturemid *= skyheight / (double)SKYSTRETCH_HEIGHT; } // The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees, // giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024, // we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of // the texture as the cylinder's circumfrence. sky1cyl = MAX(sskytex1->GetWidth(), fixed_t(sskytex1->GetScale().X * 1024)); sky2cyl = MAX(sskytex2->GetWidth(), fixed_t(sskytex2->GetScale().Y * 1024)); } namespace swrenderer { static FSoftwareTexture *GetSWTex(FTextureID texid, bool allownull = true) { auto tex = TexMan.GetPalettedTexture(texid, true); if (tex == nullptr) return nullptr; if (!allownull && !tex->isValid()) return nullptr; return tex->GetSoftwareTexture(); } RenderSkyPlane::RenderSkyPlane(RenderThread *thread) { Thread = thread; } void RenderSkyPlane::Render(VisiblePlane *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 = Thread->Viewport->viewpoint.Angles.Yaw.BAMs(); if (pl->picnum == skyflatnum) { if (!(pl->sky & PL_SKYFLAT)) { // use sky1 sky1: frontskytex = GetSWTex(sky1tex); if (level.flags & LEVEL_DOUBLESKY) backskytex = GetSWTex(sky2tex); else backskytex = NULL; skyflip = 0; frontdpos = sky1pos; backdpos = sky2pos; frontcyl = sky1cyl; backcyl = sky2cyl; } else if (pl->sky == PL_SKYFLAT) { // use sky2 frontskytex = GetSWTex(sky2tex); 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 = GetSWTex(s->GetTexture(pos)); if (frontskytex == nullptr) { // [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) - 28.0; // 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->GetScale().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)); } CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedColormap()) { drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0); } else { drawerargs.SetLight(&NormalLight, 0, 0); } Thread->PrepareTexture(frontskytex, DefaultRenderStyle()); Thread->PrepareTexture(backskytex, DefaultRenderStyle()); DrawSky(pl); } void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, double scale, double texturemid, double yrepeat) { RenderPortal *renderportal = Thread->Portal.get(); auto viewport = Thread->Viewport.get(); uint32_t height = frontskytex->GetHeight(); double uv_stepd = skyiscale * yrepeat; double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / height; double v_step = uv_stepd / height; uint32_t uv_pos = (uint32_t)(int32_t)(v * 0x01000000); uint32_t uv_step = (uint32_t)(int32_t)(v_step * 0x01000000); int x = start_x; 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) * viewport->viewwindow.FocalTangent * ANGLE_90); ang = (skyangle + xangle) ^ skyflip; } else { ang = (skyangle + viewport->xtoviewangle[x]) ^ skyflip; } angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS); angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS); drawerargs.SetFrontTexture(Thread, frontskytex, angle1); drawerargs.SetBackTexture(Thread, backskytex, angle2); drawerargs.SetTextureVStep(uv_step); drawerargs.SetTextureVPos(uv_pos); drawerargs.SetDest(viewport, start_x, y1); drawerargs.SetCount(y2 - y1); drawerargs.SetFadeSky(r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)); drawerargs.SetSolidTop(frontskytex->GetSkyCapColor(false)); drawerargs.SetSolidBottom(frontskytex->GetSkyCapColor(true)); if (!backskytex) drawerargs.DrawSingleSkyColumn(Thread); else drawerargs.DrawDoubleSkyColumn(Thread); if (r_modelscene) drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f); } void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2) { if (1 << frontskytex->GetHeightBits() == frontskytex->GetHeight()) { double texturemid = skymid * frontskytex->GetScale().Y + frontskytex->GetHeight(); DrawSkyColumnStripe(start_x, y1, y2, frontskytex->GetScale().Y, texturemid, frontskytex->GetScale().Y); } else { auto viewport = Thread->Viewport.get(); double yrepeat = frontskytex->GetScale().Y; double scale = frontskytex->GetScale().Y * skyscale; double iscale = 1 / scale; short drawheight = short(frontskytex->GetHeight() * scale); double topfrac = fmod(skymid + iscale * (1 - viewport->CenterY), frontskytex->GetHeight()); if (topfrac < 0) topfrac += frontskytex->GetHeight(); double texturemid = topfrac - iscale * (1 - viewport->CenterY); DrawSkyColumnStripe(start_x, y1, y2, scale, texturemid, yrepeat); } } void RenderSkyPlane::DrawSky(VisiblePlane *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); } } }