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c5641a0e72
No resorting of the files yet.
183 lines
5.8 KiB
C++
183 lines
5.8 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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 "c_cvars.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "v_text.h"
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#include "g_levellocals.h"
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//
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// sky mapping
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//
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FTextureID skyflatnum;
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FTextureID sky1texture, sky2texture;
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double skytexturemid;
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double skyscale;
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float skyiscale;
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bool skystretch;
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fixed_t sky1cyl, sky2cyl;
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double sky1pos, sky2pos;
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float hw_sky1pos, hw_sky2pos;
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CUSTOM_CVAR(Int, testskyoffset, 0, 0)
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{
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R_InitSkyMap();
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}
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// [RH] Stretch sky texture if not taller than 128 pixels?
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// Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped
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CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE)
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{
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R_InitSkyMap ();
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}
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CVAR(Float, skyoffset, 0, 0) // for testing
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int 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 ()
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{
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int skyheight;
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FTexture *skytex1, *skytex2;
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// Do not allow the null texture which has no bitmap and will crash.
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if (sky1texture.isNull())
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{
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sky1texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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if (sky2texture.isNull())
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{
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sky2texture = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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skytex1 = TexMan(sky1texture, true);
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skytex2 = TexMan(sky2texture, true);
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if (skytex1 == nullptr)
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return;
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if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight())
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{
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Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
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sky2texture = sky1texture;
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}
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// There are various combinations for sky rendering depending on how tall the sky is:
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// h < 128: Unstretched and tiled, centered on horizon
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// 128 <= h < 200: Can possibly be stretched. When unstretched, the baseline is
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// 28 rows below the horizon so that the top of the texture
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// aligns with the top of the screen when looking straight ahead.
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// When stretched, it is scaled to 228 pixels with the baseline
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// in the same location as an unstretched 128-tall sky, so the top
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// of the texture aligns with the top of the screen when looking
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// fully up.
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// h == 200: Unstretched, baseline is on horizon, and top is at the top of
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// the screen when looking fully up.
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// h > 200: Unstretched, but the baseline is shifted down so that the top
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// of the texture is at the top of the screen when looking fully up.
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skyheight = skytex1->GetScaledHeight();
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skystretch = false;
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skytexturemid = 0;
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if (skyheight >= 128 && skyheight < 200)
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{
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skystretch = (r_skymode == 1
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&& skyheight >= 128
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&& level.IsFreelookAllowed()
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&& !(level.flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
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skytexturemid = -28;
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}
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else if (skyheight > 200)
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{
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skytexturemid = (200 - skyheight) * skytex1->Scale.Y +((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->SkyOffset + testskyoffset : 0);
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}
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if (viewwidth != 0 && viewheight != 0)
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{
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skyiscale = float(r_Yaspect / freelookviewheight);
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skyscale = freelookviewheight / r_Yaspect;
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skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
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skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
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}
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if (skystretch)
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{
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skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
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skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
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skytexturemid *= skyheight / (double)SKYSTRETCH_HEIGHT;
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}
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// The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees,
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// giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024,
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// we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of
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// the texture as the cylinder's circumfrence.
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sky1cyl = MAX(skytex1->GetWidth(), fixed_t(skytex1->Scale.X * 1024));
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sky2cyl = MAX(skytex2->GetWidth(), fixed_t(skytex2->Scale.Y * 1024));
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}
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//==========================================================================
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//
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// R_UpdateSky
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//
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// Performs sky scrolling
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//
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//==========================================================================
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void R_UpdateSky (uint64_t mstime)
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{
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// Scroll the sky
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double ms = (double)mstime * FRACUNIT;
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sky1pos = ms * level.skyspeed1;
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sky2pos = ms * level.skyspeed2;
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// The hardware renderer uses a different value range and clamps it to a single rotation
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hw_sky1pos = (float)(fmod((double(mstime) * level.skyspeed1), 1024.) * (90. / 256.));
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hw_sky2pos = (float)(fmod((double(mstime) * level.skyspeed2), 1024.) * (90. / 256.));
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}
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