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https://github.com/ZDoom/gzdoom-gles.git
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e89a598b31
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
175 lines
5.5 KiB
C++
175 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Sky rendering. The DOOM sky is a texture map like any
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// wall, wrapping around. 1024 columns equal 360 degrees.
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// The default sky map is 256 columns and repeats 4 times
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// on a 320 screen.
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//
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//
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//-----------------------------------------------------------------------------
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// Needed for FRACUNIT.
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#include "m_fixed.h"
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#include "c_cvars.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "v_text.h"
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#include "gi.h"
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#include "g_levellocals.h"
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//
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// sky mapping
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//
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FTextureID skyflatnum;
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FTextureID sky1texture, sky2texture;
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double skytexturemid;
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double skyscale;
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float skyiscale;
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bool skystretch;
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fixed_t sky1cyl, sky2cyl;
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double sky1pos, sky2pos;
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CUSTOM_CVAR(Int, testskyoffset, 0, 0)
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{
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R_InitSkyMap();
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}
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// [RH] Stretch sky texture if not taller than 128 pixels?
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// Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped
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CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE)
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{
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R_InitSkyMap ();
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}
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int freelookviewheight;
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//==========================================================================
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//
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// R_InitSkyMap
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//
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// Called whenever the view size changes.
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//
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//==========================================================================
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void R_InitSkyMap ()
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{
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int skyheight;
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FTexture *skytex1, *skytex2;
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// Do not allow the null texture which has no bitmap and will crash.
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if (sky1texture.isNull())
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{
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sky1texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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if (sky2texture.isNull())
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{
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sky2texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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skytex1 = TexMan(sky1texture, true);
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skytex2 = TexMan(sky2texture, true);
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if (skytex1 == nullptr)
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return;
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if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight())
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{
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Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
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sky2texture = sky1texture;
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}
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// There are various combinations for sky rendering depending on how tall the sky is:
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// h < 128: Unstretched and tiled, centered on horizon
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// 128 <= h < 200: Can possibly be stretched. When unstretched, the baseline is
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// 28 rows below the horizon so that the top of the texture
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// aligns with the top of the screen when looking straight ahead.
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// When stretched, it is scaled to 228 pixels with the baseline
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// in the same location as an unstretched 128-tall sky, so the top
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// of the texture aligns with the top of the screen when looking
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// fully up.
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// h == 200: Unstretched, baseline is on horizon, and top is at the top of
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// the screen when looking fully up.
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// h > 200: Unstretched, but the baseline is shifted down so that the top
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// of the texture is at the top of the screen when looking fully up.
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skyheight = skytex1->GetScaledHeight();
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skystretch = false;
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skytexturemid = 0;
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if (skyheight >= 128 && skyheight < 200)
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{
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skystretch = (r_skymode == 1
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&& skyheight >= 128
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&& level.IsFreelookAllowed()
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&& !(level.flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
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skytexturemid = -28;
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}
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else if (skyheight > 200)
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{
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skytexturemid = (200 - skyheight) * skytex1->Scale.Y +((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->SkyOffset + testskyoffset : 0);
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}
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if (viewwidth != 0 && viewheight != 0)
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{
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skyiscale = float(r_Yaspect / freelookviewheight);
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skyscale = freelookviewheight / r_Yaspect;
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skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
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skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
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}
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if (skystretch)
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{
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skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
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skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
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skytexturemid *= skyheight / (double)SKYSTRETCH_HEIGHT;
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}
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// The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees,
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// giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024,
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// we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of
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// the texture as the cylinder's circumfrence.
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sky1cyl = MAX(skytex1->GetWidth(), fixed_t(skytex1->Scale.X * 1024));
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sky2cyl = MAX(skytex2->GetWidth(), fixed_t(skytex2->Scale.Y * 1024));
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}
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//==========================================================================
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//
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// R_UpdateSky
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//
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// Performs sky scrolling
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//
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//==========================================================================
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void R_UpdateSky (uint64_t mstime)
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{
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// Scroll the sky
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double ms = (double)mstime * FRACUNIT;
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sky1pos = ms * level.skyspeed1;
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sky2pos = ms * level.skyspeed2;
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}
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