mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 02:42:01 +00:00
1b55520a8b
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were drawn a row too low. This was quite visible on Hexen MAP06. - Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or the actor will be yanked down to the floorsector by P_TryMove(). - Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory only affected the first actor with the given TID. - Fixed: The color boxes for the colorpicker menu items were drawn a little too low. SVN r603 (trunk)
126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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 "r_data.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_main.h"
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#include "v_text.h"
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#include "gi.h"
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//
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// sky mapping
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//
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int skyflatnum;
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int sky1texture, sky2texture;
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fixed_t skytexturemid;
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fixed_t skyscale;
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int skystretch;
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fixed_t skyheight;
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fixed_t skyiscale;
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int sky1shift, sky2shift;
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fixed_t sky1pos=0, sky1speed=0;
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fixed_t sky2pos=0, sky2speed=0;
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// [RH] Stretch sky texture if not taller than 128 pixels?
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CUSTOM_CVAR (Bool, r_stretchsky, true, CVAR_ARCHIVE)
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{
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R_InitSkyMap ();
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}
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extern "C" int detailxshift, detailyshift;
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extern fixed_t 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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fixed_t fskyheight;
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FTexture *skytex1, *skytex2;
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skytex1 = TexMan[sky1texture];
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skytex2 = TexMan[sky2texture];
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if (skytex1 == NULL)
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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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fskyheight = skytex1->GetHeight() << FRACBITS;
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if (skytex1->GetScaledHeight() <= 128)
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{
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skytexturemid = r_Yaspect/2*FRACUNIT;
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skystretch = (r_stretchsky
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&& level.IsFreelookAllowed()
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&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
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}
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else
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{
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skytexturemid = 199 * skytex1->yScale;
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skystretch = 0;
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// At heights above 600 pixels, the sky is drawn slightly too low.
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if (SCREENHEIGHT > 600)
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{
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skytexturemid += FRACUNIT;
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}
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}
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skyheight = fskyheight << skystretch;
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if (viewwidth && viewheight)
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{
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skyiscale = (r_Yaspect*FRACUNIT) / (((freelookviewheight<<detailxshift) * viewwidth) / (viewwidth<<detailxshift));
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skyscale = ((((freelookviewheight<<detailxshift) * viewwidth) / (viewwidth<<detailxshift)) << FRACBITS) /
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(r_Yaspect);
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skyiscale = Scale (skyiscale, FieldOfView, 2048);
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skyscale = Scale (skyscale, 2048, FieldOfView);
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}
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// The (standard Doom) sky map is 256*128*4 maps.
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sky1shift = 22+skystretch-16;
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sky2shift = 22+skystretch-16;
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if (skytex1->WidthBits >= 9)
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sky1shift -= skystretch;
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if (skytex2->WidthBits >= 9)
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sky2shift -= skystretch;
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}
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