gzdoom/src/r_sky.cpp
Randy Heit 1c9b693087 - Fixed drawing of wide high resolution skies. (At least for the samples I
received. I'm not convinced that it's yet fixed for the general case.)


SVN r1930 (trunk)
2009-10-24 04:39:36 +00:00

123 lines
3.4 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Sky rendering. The DOOM sky is a texture map like any
// wall, wrapping around. 1024 columns equal 360 degrees.
// The default sky map is 256 columns and repeats 4 times
// on a 320 screen.
//
//
//-----------------------------------------------------------------------------
// Needed for FRACUNIT.
#include "m_fixed.h"
#include "r_data.h"
#include "c_cvars.h"
#include "g_level.h"
#include "r_sky.h"
#include "r_main.h"
#include "v_text.h"
#include "gi.h"
//
// sky mapping
//
FTextureID skyflatnum;
FTextureID sky1texture, sky2texture;
fixed_t skytexturemid;
fixed_t skyscale;
int skystretch;
fixed_t skyheight;
fixed_t skyiscale;
int sky1shift, sky2shift;
fixed_t sky1pos=0, sky1speed=0;
fixed_t sky2pos=0, sky2speed=0;
// [RH] Stretch sky texture if not taller than 128 pixels?
CUSTOM_CVAR (Bool, r_stretchsky, true, CVAR_ARCHIVE)
{
R_InitSkyMap ();
}
extern fixed_t freelookviewheight;
//==========================================================================
//
// R_InitSkyMap
//
// Called whenever the view size changes.
//
//==========================================================================
void R_InitSkyMap ()
{
fixed_t fskyheight;
FTexture *skytex1, *skytex2;
skytex1 = TexMan[sky1texture];
skytex2 = TexMan[sky2texture];
if (skytex1 == NULL)
return;
if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight())
{
Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
sky2texture = sky1texture;
}
fskyheight = skytex1->GetHeight() << FRACBITS;
if (skytex1->GetScaledHeight() <= 128)
{
skytexturemid = r_Yaspect/2*FRACUNIT;
skystretch = (r_stretchsky
&& level.IsFreelookAllowed()
&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
}
else
{
skytexturemid = 199 * skytex1->yScale;
skystretch = 0;
// At heights above 600 pixels, the sky is drawn slightly too low.
if (SCREENHEIGHT > 600)
{
skytexturemid += FRACUNIT;
}
}
skyheight = fskyheight << skystretch;
if (viewwidth && viewheight)
{
skyiscale = (r_Yaspect*FRACUNIT) / ((freelookviewheight * viewwidth) / viewwidth);
skyscale = (((freelookviewheight * viewwidth) / viewwidth) << FRACBITS) /
(r_Yaspect);
skyiscale = Scale (skyiscale, FieldOfView, 2048);
skyscale = Scale (skyscale, 2048, FieldOfView);
}
// The (standard Doom) sky map is 256*128*4 maps.
int swidth = skytex1->GetScaledWidth();
sky1shift = 22 - 16 + (skystretch && swidth < 512) - (swidth >= 1024 && skytex1->xScale >= 4*FRACUNIT);
swidth = skytex2->GetScaledWidth();
sky2shift = 22 - 16 + (skystretch && swidth < 512) - (swidth >= 1024 && skytex2->xScale >= 4*FRACUNIT);
}