Move sky rendering to its own file

This commit is contained in:
Magnus Norddahl 2016-12-31 10:19:31 +01:00
parent 8954efd33c
commit 447b162534
6 changed files with 523 additions and 504 deletions

View file

@ -831,6 +831,7 @@ set( FASTMATH_PCH_SOURCES
swrenderer/scene/r_playersprite.cpp
swrenderer/scene/r_wallsprite.cpp
swrenderer/scene/r_decal.cpp
swrenderer/scene/r_skyplane.cpp
polyrenderer/poly_renderer.cpp
polyrenderer/scene/poly_scene.cpp
polyrenderer/scene/poly_portal.cpp

View file

@ -65,17 +65,15 @@
#include "r_clip_segment.h"
#include "r_draw_segment.h"
#include "r_portal.h"
#include "r_skyplane.h"
#include "swrenderer/r_memory.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, tilt, false, 0);
EXTERN_CVAR(Int, r_skymode)
namespace swrenderer
{
using namespace drawerargs;
@ -84,8 +82,6 @@ extern int wallshade;
extern subsector_t *InSubsector;
static void R_DrawSkyStriped (visplane_t *pl);
planefunction_t floorfunc;
planefunction_t ceilingfunc;
@ -714,381 +710,6 @@ visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
return pl;
}
//==========================================================================
//
// R_MakeSpans
//
//
//==========================================================================
inline void R_MakeSpans (int x, int t1, int b1, int t2, int b2, void (*mapfunc)(int y, int x1))
{
}
//==========================================================================
//
// R_DrawSky
//
// Can handle overlapped skies. Note that the front sky is *not* masked in
// in the normal convention for patches, but uses color 0 as a transparent
// color instead.
//
// Note that since ZDoom now uses color 0 as transparent for other purposes,
// you can use normal texture transparency, so the distinction isn't so
// important anymore, but you should still be aware of it.
//
//==========================================================================
static FTexture *frontskytex, *backskytex;
static angle_t skyflip;
static int frontpos, backpos;
static double frontyScale;
static fixed_t frontcyl, backcyl;
static double skymid;
static angle_t skyangle;
static double frontiScale;
extern float swall[MAXWIDTH];
extern fixed_t lwall[MAXWIDTH];
extern fixed_t rw_offset;
extern FTexture *rw_pic;
// 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 R_DrawSkySegment can draw up to 4 columns at a time.
// Need two versions - one for true color and one for palette
#define MAXSKYBUF 3072
static BYTE skybuf[4][512];
static uint32_t skybuf_bgra[MAXSKYBUF][512];
static DWORD lastskycol[4];
static DWORD lastskycol_bgra[MAXSKYBUF];
static int skycolplace;
static int skycolplace_bgra;
// Get a column of sky when there is only one sky texture.
static const BYTE *R_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 BYTE *)fronttex->GetColumnBgra(tx, NULL);
}
}
// Get a column of sky when there are two overlapping sky textures
static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
{
DWORD 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 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
angle2 = (DWORD)((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.
DWORD 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;
BYTE *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 BYTE *front = fronttex->GetColumn(angle1, NULL);
const BYTE *back = backskytex->GetColumn(angle2, NULL);
int count = MIN<int>(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 R_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 (BYTE*)(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 BYTE *frontcompare = fronttex->GetColumn(angle1, NULL);
int count = MIN<int>(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 (BYTE*)composite;
}
}
static void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
{
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 (MirrorFlags & RF_XFLIP)
x = (viewwidth - x);
DWORD 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 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
if (r_swtruecolor)
{
dc_wall_source[i] = (const BYTE *)frontskytex->GetColumnBgra(angle1, nullptr);
dc_wall_source2[i] = backskytex ? (const BYTE *)backskytex->GetColumnBgra(angle2, nullptr) : nullptr;
}
else
{
dc_wall_source[i] = (const BYTE *)frontskytex->GetColumn(angle1, nullptr);
dc_wall_source2[i] = backskytex ? (const BYTE *)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);
}
static void R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
{
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
{
double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
R_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);
R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
}
}
static void R_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;
R_DrawSkyColumn(x, y1, y2, 1);
}
}
static void R_DrawSky (visplane_t *pl)
{
if (r_skymode == 2)
{
R_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;
}
if (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;
}
rw_pic = frontskytex;
rw_offset = 0;
frontyScale = rw_pic->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 (pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
}
else
{ // The texture does not tile nicely
frontyScale *= skyscale;
frontiScale = 1 / frontyScale;
R_DrawSkyStriped (pl);
}
}
static void R_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 (pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y,
backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
yl = yh;
yh += drawheight;
dc_texturemid = iscale * (centery-yl-1);
}
}
//==========================================================================
//
// R_DrawPlanes
@ -1097,7 +718,6 @@ static void R_DrawSkyStriped (visplane_t *pl)
//
//==========================================================================
int R_DrawPlanes ()
{
visplane_t *pl;
@ -1212,128 +832,6 @@ void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
NetUpdate ();
}
//==========================================================================
//
// R_DrawSkyPlane
//
//==========================================================================
void R_DrawSkyPlane (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 = &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) - 28;
// 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);
}
R_DrawSky (pl);
if (fakefixed)
fixedcolormap = NULL;
}
//==========================================================================
//
// R_DrawNormalPlane

View file

@ -44,7 +44,6 @@ void R_AddPlaneLights(visplane_t *plane, FLightNode *light_head);
int R_DrawPlanes ();
void R_DrawSinglePlane(visplane_t *pl, fixed_t alpha, bool additive, bool masked);
void R_DrawSkyPlane (visplane_t *pl);
void R_DrawNormalPlane (visplane_t *pl, double xscale, double yscale, fixed_t alpha, bool additive, bool masked);
void R_DrawTiltedPlane (visplane_t *pl, double xscale, double yscale, fixed_t alpha, bool additive, bool masked);
void R_MapVisPlane (visplane_t *pl, void (*mapfunc)(int y, int x1));

View file

@ -54,6 +54,7 @@ extern float rw_light; // [RH] Scale lights with viewsize adjustments
extern float rw_lightstep;
extern float rw_lightleft;
extern fixed_t rw_offset;
extern FTexture *rw_pic;
extern int wallshade;
}

View file

@ -0,0 +1,502 @@
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "swrenderer/r_main.h"
#include "swrenderer/scene/r_things.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 "r_bsp.h"
#include "r_skyplane.h"
#include "r_segs.h"
#include "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 "r_walldraw.h"
#include "r_clip_segment.h"
#include "r_draw_segment.h"
#include "r_portal.h"
#include "swrenderer/r_memory.h"
CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
EXTERN_CVAR(Int, r_skymode)
namespace swrenderer
{
namespace
{
FTexture *frontskytex, *backskytex;
angle_t skyflip;
int frontpos, backpos;
double frontyScale;
fixed_t frontcyl, backcyl;
double skymid;
angle_t skyangle;
double 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 R_DrawSkySegment can draw up to 4 columns at a time.
// Need two versions - one for true color and one for palette
#define MAXSKYBUF 3072
uint8_t skybuf[4][512];
uint32_t skybuf_bgra[MAXSKYBUF][512];
uint32_t lastskycol[4];
uint32_t lastskycol_bgra[MAXSKYBUF];
int skycolplace;
int skycolplace_bgra;
}
void R_DrawSkyPlane(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 = &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) - 28;
// 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);
}
R_DrawSky(pl);
if (fakefixed)
fixedcolormap = NULL;
}
// Get a column of sky when there is only one sky texture.
const uint8_t *R_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 *R_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<int>(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 R_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<int>(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 R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
{
using namespace drawerargs;
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 (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 R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
{
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
{
double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
R_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);
R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
}
}
void R_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;
R_DrawSkyColumn(x, y1, y2, 1);
}
}
void R_DrawSky(visplane_t *pl)
{
if (r_skymode == 2)
{
R_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;
}
if (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;
}
rw_pic = frontskytex;
rw_offset = 0;
frontyScale = rw_pic->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(pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
}
else
{ // The texture does not tile nicely
frontyScale *= skyscale;
frontiScale = 1 / frontyScale;
R_DrawSkyStriped(pl);
}
}
void R_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(pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y,
backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
yl = yh;
yh += drawheight;
dc_texturemid = iscale * (centery - yl - 1);
}
}
}

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@ -0,0 +1,18 @@
#pragma once
#include "r_visible_plane.h"
namespace swrenderer
{
void R_DrawSkyPlane(visplane_t *pl);
void R_DrawSky(visplane_t *pl);
void R_DrawSkyStriped(visplane_t *pl);
void R_DrawCapSky(visplane_t *pl);
void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat);
void R_DrawSkyColumn(int start_x, int y1, int y2, int columns);
const uint8_t *R_GetOneSkyColumn(FTexture *fronttex, int x);
const uint8_t *R_GetTwoSkyColumns(FTexture *fronttex, int x);
}