mirror of
https://github.com/ZDoom/gzdoom.git
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273 lines
7.7 KiB
C++
273 lines
7.7 KiB
C++
//
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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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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_skyplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/r_memory.h"
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#include "g_levellocals.h"
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CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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EXTERN_CVAR(Int, r_skymode)
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namespace swrenderer
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{
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void RenderSkyPlane::Render(VisiblePlane *pl)
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{
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FTextureID sky1tex, sky2tex;
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double frontdpos = 0, backdpos = 0;
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if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
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{
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sky1tex = sky2texture;
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}
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else
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{
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sky1tex = sky1texture;
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}
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sky2tex = sky2texture;
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skymid = skytexturemid;
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skyangle = ViewAngle.BAMs();
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if (pl->picnum == skyflatnum)
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{
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if (!(pl->sky & PL_SKYFLAT))
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{ // use sky1
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sky1:
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frontskytex = TexMan(sky1tex, true);
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if (level.flags & LEVEL_DOUBLESKY)
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backskytex = TexMan(sky2tex, true);
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else
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backskytex = NULL;
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skyflip = 0;
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frontdpos = sky1pos;
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backdpos = sky2pos;
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frontcyl = sky1cyl;
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backcyl = sky2cyl;
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}
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else if (pl->sky == PL_SKYFLAT)
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{ // use sky2
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frontskytex = TexMan(sky2tex, true);
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backskytex = NULL;
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frontcyl = sky2cyl;
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skyflip = 0;
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frontdpos = sky2pos;
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}
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else
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{ // MBF's linedef-controlled skies
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// Sky Linedef
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const line_t *l = &level.lines[(pl->sky & ~PL_SKYFLAT) - 1];
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// Sky transferred from first sidedef
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const side_t *s = l->sidedef[0];
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int pos;
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// Texture comes from upper texture of reference sidedef
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// [RH] If swapping skies, then use the lower sidedef
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if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
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{
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pos = side_t::bottom;
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}
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else
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{
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pos = side_t::top;
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}
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frontskytex = TexMan(s->GetTexture(pos), true);
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if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
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{ // [RH] The blank texture: Use normal sky instead.
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goto sky1;
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}
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backskytex = NULL;
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// Horizontal offset is turned into an angle offset,
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// to allow sky rotation as well as careful positioning.
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// However, the offset is scaled very small, so that it
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// allows a long-period of sky rotation.
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skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos));
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// Vertical offset allows careful sky positioning.
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skymid = s->GetTextureYOffset(pos);
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// We sometimes flip the picture horizontally.
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//
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// Doom always flipped the picture, so we make it optional,
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// to make it easier to use the new feature, while to still
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// allow old sky textures to be used.
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skyflip = l->args[2] ? 0u : ~0u;
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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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}
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frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
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if (backskytex != NULL)
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{
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backpos = int(fmod(backdpos, sky2cyl * 65536.0));
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}
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bool fakefixed = false;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap)
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{
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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}
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else
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{
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fakefixed = true;
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cameraLight->fixedcolormap = &NormalLight;
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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}
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DrawSky(pl);
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if (fakefixed)
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cameraLight->fixedcolormap = nullptr;
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}
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void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
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{
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using namespace drawerargs;
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RenderPortal *renderportal = RenderPortal::Instance();
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uint32_t height = frontskytex->GetHeight();
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for (int i = 0; i < columns; i++)
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{
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double uv_stepd = skyiscale * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
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double v_step = uv_stepd / height;
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uint32_t uv_pos = (uint32_t)(v * 0x01000000);
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uint32_t uv_step = (uint32_t)(v_step * 0x01000000);
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int x = start_x + i;
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if (renderportal->MirrorFlags & RF_XFLIP)
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x = (viewwidth - x);
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uint32_t ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * FocalTangent * ANGLE_90);
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ang = (skyangle + xangle) ^ skyflip;
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}
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else
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{
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ang = (skyangle + xtoviewangle[x]) ^ skyflip;
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}
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angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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if (r_swtruecolor)
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{
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dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumnBgra(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumnBgra(angle2, nullptr) : nullptr;
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}
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else
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{
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dc_wall_source[i] = (const uint8_t *)frontskytex->GetColumn(angle1, nullptr);
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dc_wall_source2[i] = backskytex ? (const uint8_t *)backskytex->GetColumn(angle2, nullptr) : nullptr;
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}
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dc_wall_iscale[i] = uv_step;
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dc_wall_texturefrac[i] = uv_pos;
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}
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dc_wall_sourceheight[0] = height;
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dc_wall_sourceheight[1] = backskytex ? backskytex->GetHeight() : height;
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int pixelsize = r_swtruecolor ? 4 : 1;
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dc_dest = (ylookup[y1] + start_x) * pixelsize + dc_destorg;
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dc_count = y2 - y1;
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uint32_t solid_top = frontskytex->GetSkyCapColor(false);
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uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
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bool fadeSky = (r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY));
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if (!backskytex)
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R_Drawers()->DrawSingleSkyColumn(solid_top, solid_bottom, fadeSky);
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else
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R_Drawers()->DrawDoubleSkyColumn(solid_top, solid_bottom, fadeSky);
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}
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void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2, int columns)
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{
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if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
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{
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double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
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DrawSkyColumnStripe(start_x, y1, y2, columns, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
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}
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else
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{
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double yrepeat = frontskytex->Scale.Y;
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double scale = frontskytex->Scale.Y * skyscale;
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double iscale = 1 / scale;
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short drawheight = short(frontskytex->GetHeight() * scale);
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double topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
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if (topfrac < 0) topfrac += frontskytex->GetHeight();
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double texturemid = topfrac - iscale * (1 - CenterY);
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DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
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}
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}
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void RenderSkyPlane::DrawSky(VisiblePlane *pl)
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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for (int x = x1; x < x2; x++)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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DrawSkyColumn(x, y1, y2, 1);
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}
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}
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}
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