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96 lines
2.6 KiB
C
96 lines
2.6 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Sky rendering. The DOOM sky is a texture map like any
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// wall, wrapping around. 1024 columns equal 360 degrees.
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// The default sky map is 256 columns and repeats 4 times
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// on a 320 screen.
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//
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//
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//-----------------------------------------------------------------------------
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// Needed for FRACUNIT.
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#include "m_fixed.h"
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#include "r_data.h"
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#include "c_cvars.h"
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#include "g_level.h"
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#include "r_sky.h"
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extern int dmflags;
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//
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// sky mapping
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//
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int skyflatnum;
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int sky1texture, sky2texture;
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fixed_t skytexturemid;
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fixed_t skyscale;
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int skystretch;
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fixed_t skyheight;
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fixed_t sky1pos=0, sky1speed=0;
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fixed_t sky2pos=0, sky2speed=0;
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// [RH] Stretch sky texture if not taller than 128 pixels?
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cvar_t *r_stretchsky;
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char SKYFLATNAME[8] = "F_SKY1";
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extern int detailxshift, detailyshift;
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extern fixed_t freelookviewheight;
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//==========================================================================
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//
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// R_InitSkyMap
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//
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// Called whenever the view size changes.
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//
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//==========================================================================
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void R_InitSkyMap (cvar_t *var)
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{
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// [RH] We are also the callback for r_stretchsky.
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r_stretchsky->u.callback = R_InitSkyMap;
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if (textureheight[sky1texture] != textureheight[sky2texture])
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{
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Printf (PRINT_HIGH, "\x8a+Both sky textures must be the same height.\x8a-\n");
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sky2texture = sky1texture;
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}
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if (textureheight[sky1texture] <= (128 << FRACBITS)) {
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skytexturemid = 200/2*FRACUNIT;
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skystretch = (var->value
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&& !(dmflags & DF_NO_FREELOOK)
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&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
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} else {
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skytexturemid = 200*FRACUNIT;
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skystretch = 0;
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}
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skyheight = textureheight[sky1texture] << skystretch;
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if (viewwidth && viewheight) {
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skyiscale = (200*FRACUNIT) / (((freelookviewheight<<detailxshift) * viewwidth) / (viewwidth<<detailxshift));
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skyscale = ((((freelookviewheight<<detailxshift) * viewwidth) / (viewwidth<<detailxshift)) << FRACBITS) /
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(200);
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}
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}
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