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- Slightly improve sky rendering in softpoly
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bb12dabe2b
commit
5c1dc900e3
2 changed files with 97 additions and 23 deletions
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@ -37,31 +37,32 @@ PolySkyDome::PolySkyDome()
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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{
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#ifdef USE_GL_DOME_MATH
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TriMatrix modelMatrix = GLSkyMath();
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#else
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TriMatrix modelMatrix = TriMatrix::identity();
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PolySkySetup frameSetup;
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frameSetup.Update();
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if (frameSetup != mCurrentSetup)
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{
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double frontTexWidth = (double)frameSetup.frontskytex->GetWidth();
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float scaleFrontU = (float)(frameSetup.frontcyl / frontTexWidth);
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if (frameSetup.skyflip)
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scaleFrontU = -scaleFrontU;
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// frontcyl = pixels for full 360 degrees, front texture
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// backcyl = pixels for full 360 degrees, back texture
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// skymid = Y scaled pixel offset
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// sky1pos = unscaled X offset, front
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// sky2pos = unscaled X offset, back
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// frontpos = scaled X pixel offset (fixed point)
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// backpos = scaled X pixel offset (fixed point)
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// skyflip = flip X direction
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float baseOffset = (float)(frameSetup.skyangle / 65536.0 / frontTexWidth);
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float offsetFrontU = baseOffset * scaleFrontU + (float)(frameSetup.frontpos / 65536.0 / frontTexWidth);
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float scaleBaseV = 1.42f;
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float offsetBaseV = 0.25f;
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float scaleFrontV = (float)(frameSetup.frontskytex->Scale.Y * 1.6);
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float offsetFrontV;
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// BTSX
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/*{
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offsetFrontU += 0.5f;
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offsetFrontV = (float)((28.0f - frameSetup.skymid) / frameSetup.frontskytex->GetHeight());
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}*/
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// E1M1
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{
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offsetFrontV = (float)((28.0f + frameSetup.skymid) / frameSetup.frontskytex->GetHeight());
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}
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float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
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float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
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float offsetFrontU = (float)(frameSetup.frontpos / 65536.0 / frameSetup.frontskytex->GetWidth());
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float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
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unsigned int count = mVertices.Size();
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for (unsigned int i = 0; i < count; i++)
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@ -72,9 +73,10 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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mCurrentSetup = frameSetup;
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}
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#endif
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z);
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TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z) * modelMatrix;
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objectToClip = worldToClip * objectToWorld;
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int rc = mRows + 1;
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@ -203,6 +205,80 @@ void PolySkyDome::SkyVertex(int r, int c, bool zflip)
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mInitialUV.Push({ vert.u, vert.v });
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}
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TriMatrix PolySkyDome::GLSkyMath()
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{
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PolySkySetup frameSetup;
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frameSetup.Update();
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mCurrentSetup = frameSetup;
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float x_offset = 0.0f;
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float y_offset = 0.0f;
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bool mirror = false;
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FTexture *tex = mCurrentSetup.frontskytex;
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float skyoffset = 0.0f; // skyoffset debugging CVAR in GL renderer
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int texh = 0;
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int texw = 0;
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// 57 world units roughly represent one sky texel for the glTranslate call.
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const float skyoffsetfactor = 57;
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TriMatrix modelMatrix = TriMatrix::identity();
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if (tex)
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{
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texw = tex->GetWidth();
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texh = tex->GetHeight();
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modelMatrix = TriMatrix::rotate(-180.0f + x_offset, 0.f, 0.f, 1.f);
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float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
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float yscale = 1.f;
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if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
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yscale = 240.f / texh;
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}
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else if (texh < 128)
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{
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// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 128 / 230.f);
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yscale = (float)(128 / texh); // intentionally left as integer.
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}
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else if (texh < 200)
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, texh / 230.f);
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}
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else if (texh <= 240)
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (200 - texh + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f);
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}
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else
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
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yscale = 240.f / texh;
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}
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float offsetU = 1.0f;
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float offsetV = y_offset / texh;
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float scaleU = mirror ? -xscale : xscale;
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float scaleV = yscale;
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unsigned int count = mVertices.Size();
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for (unsigned int i = 0; i < count; i++)
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{
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mVertices[i].u = offsetU + mInitialUV[i].X * scaleU;
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mVertices[i].v = offsetV + mInitialUV[i].Y * scaleV;
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}
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}
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return modelMatrix;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolySkySetup::Update()
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@ -291,10 +367,6 @@ void PolySkySetup::Update()
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int frontxscale = int(frontskytex->Scale.X * 1024);
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frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
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if (skystretch)
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{
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skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
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}
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}
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frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
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@ -63,5 +63,7 @@ private:
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriMatrix GLSkyMath();
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PolySkySetup mCurrentSetup;
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};
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