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https://github.com/ZDoom/gzdoom.git
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Move sky rendering to its own file
This commit is contained in:
parent
8954efd33c
commit
447b162534
6 changed files with 523 additions and 504 deletions
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@ -831,6 +831,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/scene/r_playersprite.cpp
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swrenderer/scene/r_wallsprite.cpp
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swrenderer/scene/r_decal.cpp
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swrenderer/scene/r_skyplane.cpp
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polyrenderer/poly_renderer.cpp
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polyrenderer/scene/poly_scene.cpp
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polyrenderer/scene/poly_portal.cpp
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@ -65,17 +65,15 @@
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#include "r_clip_segment.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "r_skyplane.h"
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#include "swrenderer/r_memory.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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#endif
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CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, tilt, false, 0);
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EXTERN_CVAR(Int, r_skymode)
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namespace swrenderer
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{
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using namespace drawerargs;
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@ -84,8 +82,6 @@ extern int wallshade;
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extern subsector_t *InSubsector;
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static void R_DrawSkyStriped (visplane_t *pl);
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planefunction_t floorfunc;
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planefunction_t ceilingfunc;
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@ -714,381 +710,6 @@ visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
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return pl;
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}
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//==========================================================================
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//
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// R_MakeSpans
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//
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//
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//==========================================================================
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inline void R_MakeSpans (int x, int t1, int b1, int t2, int b2, void (*mapfunc)(int y, int x1))
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{
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}
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//==========================================================================
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//
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// R_DrawSky
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//
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// Can handle overlapped skies. Note that the front sky is *not* masked in
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// in the normal convention for patches, but uses color 0 as a transparent
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// color instead.
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//
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// Note that since ZDoom now uses color 0 as transparent for other purposes,
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// you can use normal texture transparency, so the distinction isn't so
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// important anymore, but you should still be aware of it.
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//
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//==========================================================================
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static FTexture *frontskytex, *backskytex;
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static angle_t skyflip;
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static int frontpos, backpos;
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static double frontyScale;
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static fixed_t frontcyl, backcyl;
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static double skymid;
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static angle_t skyangle;
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static double frontiScale;
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extern float swall[MAXWIDTH];
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extern fixed_t lwall[MAXWIDTH];
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extern fixed_t rw_offset;
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extern FTexture *rw_pic;
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// Allow for layer skies up to 512 pixels tall. This is overkill,
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// since the most anyone can ever see of the sky is 500 pixels.
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// We need 4 skybufs because R_DrawSkySegment can draw up to 4 columns at a time.
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// Need two versions - one for true color and one for palette
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#define MAXSKYBUF 3072
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static BYTE skybuf[4][512];
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static uint32_t skybuf_bgra[MAXSKYBUF][512];
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static DWORD lastskycol[4];
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static DWORD lastskycol_bgra[MAXSKYBUF];
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static int skycolplace;
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static int skycolplace_bgra;
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// Get a column of sky when there is only one sky texture.
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static const BYTE *R_GetOneSkyColumn (FTexture *fronttex, int x)
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{
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int tx;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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angle_t column = (skyangle + xangle) ^ skyflip;
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tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS;
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}
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else
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{
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angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip;
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tx = (UMulScale16(column, frontcyl) + frontpos) >> FRACBITS;
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}
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if (!r_swtruecolor)
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return fronttex->GetColumn(tx, NULL);
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else
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{
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return (const BYTE *)fronttex->GetColumnBgra(tx, NULL);
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}
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}
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// Get a column of sky when there are two overlapping sky textures
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static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
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{
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DWORD ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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ang = (skyangle + xangle) ^ skyflip;
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}
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else
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{
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ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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}
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angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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// Check if this column has already been built. If so, there's
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// no reason to waste time building it again.
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DWORD skycol = (angle1 << 16) | angle2;
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int i;
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if (!r_swtruecolor)
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{
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for (i = 0; i < 4; ++i)
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{
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if (lastskycol[i] == skycol)
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{
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return skybuf[i];
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}
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}
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lastskycol[skycolplace] = skycol;
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BYTE *composite = skybuf[skycolplace];
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skycolplace = (skycolplace + 1) & 3;
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// The ordering of the following code has been tuned to allow VC++ to optimize
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// it well. In particular, this arrangement lets it keep count in a register
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// instead of on the stack.
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const BYTE *front = fronttex->GetColumn(angle1, NULL);
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const BYTE *back = backskytex->GetColumn(angle2, NULL);
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int count = MIN<int>(512, MIN(backskytex->GetHeight(), fronttex->GetHeight()));
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i = 0;
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do
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{
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if (front[i])
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{
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composite[i] = front[i];
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}
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else
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{
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composite[i] = back[i];
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}
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} while (++i, --count);
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return composite;
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}
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else
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{
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//return R_GetOneSkyColumn(fronttex, x);
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for (i = skycolplace_bgra - 4; i < skycolplace_bgra; ++i)
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{
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int ic = (i % MAXSKYBUF); // i "checker" - can wrap around the ends of the array
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if (lastskycol_bgra[ic] == skycol)
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{
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return (BYTE*)(skybuf_bgra[ic]);
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}
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}
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lastskycol_bgra[skycolplace_bgra] = skycol;
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uint32_t *composite = skybuf_bgra[skycolplace_bgra];
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skycolplace_bgra = (skycolplace_bgra + 1) % MAXSKYBUF;
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// The ordering of the following code has been tuned to allow VC++ to optimize
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// it well. In particular, this arrangement lets it keep count in a register
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// instead of on the stack.
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const uint32_t *front = (const uint32_t *)fronttex->GetColumnBgra(angle1, NULL);
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const uint32_t *back = (const uint32_t *)backskytex->GetColumnBgra(angle2, NULL);
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//[SP] Paletted version is used for comparison only
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const BYTE *frontcompare = fronttex->GetColumn(angle1, NULL);
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int count = MIN<int>(512, MIN(backskytex->GetHeight(), fronttex->GetHeight()));
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i = 0;
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do
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{
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if (frontcompare[i])
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{
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composite[i] = front[i];
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}
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else
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{
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composite[i] = back[i];
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}
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} while (++i, --count);
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return (BYTE*)composite;
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}
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}
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static void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
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{
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uint32_t height = frontskytex->GetHeight();
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for (int i = 0; i < columns; i++)
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{
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double uv_stepd = skyiscale * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
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double v_step = uv_stepd / height;
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uint32_t uv_pos = (uint32_t)(v * 0x01000000);
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uint32_t uv_step = (uint32_t)(v_step * 0x01000000);
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int x = start_x + i;
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if (MirrorFlags & RF_XFLIP)
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x = (viewwidth - x);
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DWORD ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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ang = (skyangle + xangle) ^ skyflip;
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}
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else
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{
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ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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}
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angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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if (r_swtruecolor)
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{
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dc_wall_source[i] = (const BYTE *)frontskytex->GetColumnBgra(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const BYTE *)backskytex->GetColumnBgra(angle2, nullptr) : nullptr;
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}
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else
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{
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dc_wall_source[i] = (const BYTE *)frontskytex->GetColumn(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const BYTE *)backskytex->GetColumn(angle2, nullptr) : nullptr;
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}
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dc_wall_iscale[i] = uv_step;
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dc_wall_texturefrac[i] = uv_pos;
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}
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dc_wall_sourceheight[0] = height;
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dc_wall_sourceheight[1] = backskytex ? backskytex->GetHeight() : height;
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int pixelsize = r_swtruecolor ? 4 : 1;
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dc_dest = (ylookup[y1] + start_x) * pixelsize + dc_destorg;
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dc_count = y2 - y1;
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uint32_t solid_top = frontskytex->GetSkyCapColor(false);
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uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
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if (!backskytex)
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R_Drawers()->DrawSingleSkyColumn(solid_top, solid_bottom);
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else
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R_Drawers()->DrawDoubleSkyColumn(solid_top, solid_bottom);
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}
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static void R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
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{
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if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
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{
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double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
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R_DrawSkyColumnStripe(start_x, y1, y2, columns, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
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}
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else
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{
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double yrepeat = frontskytex->Scale.Y;
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double scale = frontskytex->Scale.Y * skyscale;
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double iscale = 1 / scale;
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short drawheight = short(frontskytex->GetHeight() * scale);
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double topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
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if (topfrac < 0) topfrac += frontskytex->GetHeight();
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double texturemid = topfrac - iscale * (1 - CenterY);
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R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
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}
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}
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static void R_DrawCapSky(visplane_t *pl)
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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for (int x = x1; x < x2; x++)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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R_DrawSkyColumn(x, y1, y2, 1);
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}
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}
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static void R_DrawSky (visplane_t *pl)
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{
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if (r_skymode == 2)
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{
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R_DrawCapSky(pl);
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return;
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}
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int x;
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float swal;
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if (pl->left >= pl->right)
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return;
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swal = skyiscale;
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for (x = pl->left; x < pl->right; ++x)
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{
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swall[x] = swal;
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}
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if (MirrorFlags & RF_XFLIP)
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{
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for (x = pl->left; x < pl->right; ++x)
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{
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lwall[x] = (viewwidth - x) << FRACBITS;
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}
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}
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else
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{
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for (x = pl->left; x < pl->right; ++x)
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{
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lwall[x] = x << FRACBITS;
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}
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}
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for (x = 0; x < 4; ++x)
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{
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lastskycol[x] = 0xffffffff;
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lastskycol_bgra[x] = 0xffffffff;
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}
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rw_pic = frontskytex;
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rw_offset = 0;
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frontyScale = rw_pic->Scale.Y;
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dc_texturemid = skymid * frontyScale;
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if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
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{ // The texture tiles nicely
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for (x = 0; x < 4; ++x)
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{
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lastskycol[x] = 0xffffffff;
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lastskycol_bgra[x] = 0xffffffff;
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}
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R_DrawSkySegment (pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
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frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
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}
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else
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{ // The texture does not tile nicely
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frontyScale *= skyscale;
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frontiScale = 1 / frontyScale;
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R_DrawSkyStriped (pl);
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}
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}
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static void R_DrawSkyStriped (visplane_t *pl)
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{
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short drawheight = short(frontskytex->GetHeight() * frontyScale);
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double topfrac;
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double iscale = frontiScale;
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short top[MAXWIDTH], bot[MAXWIDTH];
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short yl, yh;
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int x;
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topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
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if (topfrac < 0) topfrac += frontskytex->GetHeight();
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yl = 0;
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yh = short((frontskytex->GetHeight() - topfrac) * frontyScale);
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dc_texturemid = topfrac - iscale * (1 - CenterY);
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while (yl < viewheight)
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{
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for (x = pl->left; x < pl->right; ++x)
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{
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top[x] = MAX (yl, (short)pl->top[x]);
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bot[x] = MIN (yh, (short)pl->bottom[x]);
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}
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for (x = 0; x < 4; ++x)
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{
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lastskycol[x] = 0xffffffff;
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lastskycol_bgra[x] = 0xffffffff;
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}
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R_DrawSkySegment (pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y,
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backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
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yl = yh;
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yh += drawheight;
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dc_texturemid = iscale * (centery-yl-1);
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}
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}
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//==========================================================================
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//
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// R_DrawPlanes
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@ -1097,7 +718,6 @@ static void R_DrawSkyStriped (visplane_t *pl)
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//
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//==========================================================================
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int R_DrawPlanes ()
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{
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visplane_t *pl;
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@ -1212,128 +832,6 @@ void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
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NetUpdate ();
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}
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//==========================================================================
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//
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// R_DrawSkyPlane
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//
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//==========================================================================
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void R_DrawSkyPlane (visplane_t *pl)
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{
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FTextureID sky1tex, sky2tex;
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double frontdpos = 0, backdpos = 0;
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if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
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{
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sky1tex = sky2texture;
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}
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else
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{
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sky1tex = sky1texture;
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}
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sky2tex = sky2texture;
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skymid = skytexturemid;
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skyangle = ViewAngle.BAMs();
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if (pl->picnum == skyflatnum)
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{
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if (!(pl->sky & PL_SKYFLAT))
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{ // use sky1
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sky1:
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frontskytex = TexMan(sky1tex, true);
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if (level.flags & LEVEL_DOUBLESKY)
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backskytex = TexMan(sky2tex, true);
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else
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backskytex = NULL;
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skyflip = 0;
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frontdpos = sky1pos;
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backdpos = sky2pos;
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frontcyl = sky1cyl;
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backcyl = sky2cyl;
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}
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else if (pl->sky == PL_SKYFLAT)
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{ // use sky2
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frontskytex = TexMan(sky2tex, true);
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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
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
|
502
src/swrenderer/scene/r_skyplane.cpp
Normal file
502
src/swrenderer/scene/r_skyplane.cpp
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
18
src/swrenderer/scene/r_skyplane.h
Normal file
18
src/swrenderer/scene/r_skyplane.h
Normal file
|
@ -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);
|
||||
}
|
Loading…
Reference in a new issue