gzdoom/src/r_sky.cpp
Christoph Oelckers 6309d90be0 - moved texture counting code into FTextureManager.
- moved all code and data for Build tile management into FTextureManager.
- moved texture animation management into FTextureManager.
- changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views.


SVN r3026 (trunk)
2010-12-11 12:00:40 +00:00

156 lines
4.9 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;
fixed_t skyiscale;
bool skystretch;
fixed_t sky1cyl, sky2cyl;
double sky1pos, sky2pos;
// [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 ()
{
int skyheight;
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;
}
// There are various combinations for sky rendering depending on how tall the sky is:
// h < 128: Unstretched and tiled, centered on horizon
// 128 <= h < 200: Can possibly be stretched. When unstretched, the baseline is
// 28 rows below the horizon so that the top of the texture
// aligns with the top of the screen when looking straight ahead.
// When stretched, it is scaled to 228 pixels with the baseline
// in the same location as an unstretched 128-tall sky, so the top
// of the texture aligns with the top of the screen when looking
// fully up.
// h == 200: Unstretched, baseline is on horizon, and top is at the top of
// the screen when looking fully up.
// h > 200: Unstretched, but the baseline is shifted down so that the top
// of the texture is at the top of the screen when looking fully up.
skyheight = skytex1->GetScaledHeight();
skystretch = false;
skytexturemid = 0;
if (skyheight >= 128 && skyheight < 200)
{
skystretch = (r_stretchsky
&& skyheight >= 128
&& level.IsFreelookAllowed()
&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
skytexturemid = -28*FRACUNIT;
}
else if (skyheight > 200)
{
skytexturemid = (200 - skyheight) << FRACBITS;
}
skytexturemid = FixedMul(skytexturemid, skytex1->yScale);
if (viewwidth != 0 && viewheight != 0)
{
skyiscale = (r_Yaspect*FRACUNIT) / ((freelookviewheight * viewwidth) / viewwidth);
skyscale = (((freelookviewheight * viewwidth) / viewwidth) << FRACBITS) /
(r_Yaspect);
skyiscale = Scale (skyiscale, FieldOfView, 2048);
skyscale = Scale (skyscale, 2048, FieldOfView);
}
if (skystretch)
{
skyscale = Scale(skyscale, SKYSTRETCH_HEIGHT, skyheight);
skyiscale = Scale(skyiscale, skyheight, SKYSTRETCH_HEIGHT);
skytexturemid = Scale(skytexturemid, skyheight, SKYSTRETCH_HEIGHT);
}
// The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees,
// giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024,
// we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of
// the texture as the cylinder's circumfrence.
sky1cyl = MAX(skytex1->GetWidth(), skytex1->xScale >> (16 - 10));
sky2cyl = MAX(skytex2->GetWidth(), skytex2->xScale >> (16 - 10));
}
//==========================================================================
//
// R_UpdateSky
//
// Performs sky scrolling
//
//==========================================================================
void R_UpdateSky (DWORD mstime)
{
// Scroll the sky
double ms = (double)mstime * FRACUNIT;
sky1pos = ms * level.skyspeed1;
sky2pos = ms * level.skyspeed2;
}