mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- moved the software rendering specific parts of the sky setup to r_skyplane.cpp.
This commit is contained in:
parent
d500dc99ea
commit
32e245f2b9
7 changed files with 77 additions and 68 deletions
|
@ -32,6 +32,11 @@
|
|||
|
||||
EXTERN_CVAR(Float, skyoffset)
|
||||
|
||||
extern double skytexturemid;
|
||||
extern float skyiscale;
|
||||
extern double skyscale;
|
||||
extern fixed_t sky1cyl, sky2cyl;
|
||||
|
||||
|
||||
PolySkyDome::PolySkyDome()
|
||||
{
|
||||
|
|
|
@ -44,19 +44,9 @@
|
|||
//
|
||||
FTextureID skyflatnum;
|
||||
FTextureID sky1texture, sky2texture;
|
||||
double skytexturemid;
|
||||
double skyscale;
|
||||
float skyiscale;
|
||||
bool skystretch;
|
||||
|
||||
fixed_t sky1cyl, sky2cyl;
|
||||
double sky1pos, sky2pos;
|
||||
float hw_sky1pos, hw_sky2pos;
|
||||
|
||||
CUSTOM_CVAR(Int, testskyoffset, 0, 0)
|
||||
{
|
||||
R_InitSkyMap();
|
||||
}
|
||||
bool skystretch;
|
||||
|
||||
// [RH] Stretch sky texture if not taller than 128 pixels?
|
||||
// Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped
|
||||
|
@ -67,10 +57,6 @@ CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE)
|
|||
|
||||
CVAR(Float, skyoffset, 0, 0) // for testing
|
||||
|
||||
|
||||
|
||||
int freelookviewheight;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_InitSkyMap
|
||||
|
@ -79,7 +65,7 @@ int freelookviewheight;
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_InitSkyMap ()
|
||||
void R_InitSkyMap()
|
||||
{
|
||||
int skyheight;
|
||||
FTexture *skytex1, *skytex2;
|
||||
|
@ -102,7 +88,7 @@ void R_InitSkyMap ()
|
|||
|
||||
if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetDisplayHeight() != skytex2->GetDisplayHeight())
|
||||
{
|
||||
Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
|
||||
Printf(TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
|
||||
sky2texture = sky1texture;
|
||||
}
|
||||
|
||||
|
@ -129,47 +115,8 @@ void R_InitSkyMap ()
|
|||
&& !(level.flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
|
||||
}
|
||||
else skystretch = false;
|
||||
|
||||
// Anything below is only for the software renderer (todo - move it there!)
|
||||
// Note: I don't think it is good that this stuff gets cached globally.
|
||||
// For something that only needs to be once per frame it is rather pointless and makes it hard to swap out the underlying textures based on user settings.
|
||||
FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture();
|
||||
FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture();
|
||||
skytexturemid = 0;
|
||||
if (skyheight >= 128 && skyheight < 200)
|
||||
{
|
||||
skytexturemid = -28;
|
||||
}
|
||||
else if (skyheight > 200)
|
||||
{
|
||||
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y +((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() + testskyoffset : 0);
|
||||
}
|
||||
|
||||
if (viewwidth != 0 && viewheight != 0)
|
||||
{
|
||||
skyiscale = float(r_Yaspect / freelookviewheight);
|
||||
skyscale = freelookviewheight / r_Yaspect;
|
||||
|
||||
skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
|
||||
skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
|
||||
}
|
||||
|
||||
if (skystretch)
|
||||
{
|
||||
skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
|
||||
skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
|
||||
skytexturemid *= skyheight / (double)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(sskytex1->GetWidth(), fixed_t(sskytex1->GetScale().X * 1024));
|
||||
sky2cyl = MAX(sskytex2->GetWidth(), fixed_t(sskytex2->GetScale().Y * 1024));
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_UpdateSky
|
||||
|
|
|
@ -31,13 +31,9 @@
|
|||
#include "textures/textures.h"
|
||||
|
||||
extern FTextureID skyflatnum;
|
||||
extern fixed_t sky1cyl, sky2cyl;
|
||||
extern FTextureID sky1texture, sky2texture;
|
||||
extern double sky1pos, sky2pos;
|
||||
extern float hw_sky1pos, hw_sky2pos;
|
||||
extern double skytexturemid;
|
||||
extern float skyiscale;
|
||||
extern double skyscale;
|
||||
extern bool skystretch;
|
||||
extern int freelookviewheight;
|
||||
|
||||
|
|
|
@ -144,6 +144,8 @@ bool setsizeneeded;
|
|||
unsigned int R_OldBlend = ~0;
|
||||
int validcount = 1; // increment every time a check is made
|
||||
int dl_validcount = 1; // increment every time a check is made
|
||||
int freelookviewheight;
|
||||
|
||||
FCanvasTextureInfo *FCanvasTextureInfo::List;
|
||||
|
||||
DVector3a view;
|
||||
|
|
|
@ -57,8 +57,65 @@
|
|||
CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
EXTERN_CVAR(Int, r_skymode)
|
||||
|
||||
|
||||
double skytexturemid;
|
||||
double skyscale;
|
||||
float skyiscale;
|
||||
fixed_t sky1cyl, sky2cyl;
|
||||
|
||||
void InitSoftwareSky()
|
||||
{
|
||||
auto skytex1 = TexMan(sky1texture, true);
|
||||
auto skytex2 = TexMan(sky2texture, true);
|
||||
|
||||
if (skytex1 == nullptr)
|
||||
return;
|
||||
|
||||
// Note: I don't think it is good that this stuff gets cached globally.
|
||||
// For something that only needs to be once per frame it is rather pointless and makes it hard to swap out the underlying textures based on user settings.
|
||||
FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture();
|
||||
FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture();
|
||||
skytexturemid = 0;
|
||||
int skyheight = skytex1->GetDisplayHeight();
|
||||
if (skyheight >= 128 && skyheight < 200)
|
||||
{
|
||||
skytexturemid = -28;
|
||||
}
|
||||
else if (skyheight > 200)
|
||||
{
|
||||
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
|
||||
}
|
||||
|
||||
if (viewwidth != 0 && viewheight != 0)
|
||||
{
|
||||
skyiscale = float(r_Yaspect / freelookviewheight);
|
||||
skyscale = freelookviewheight / r_Yaspect;
|
||||
|
||||
skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
|
||||
skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
|
||||
}
|
||||
|
||||
if (skystretch)
|
||||
{
|
||||
skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
|
||||
skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
|
||||
skytexturemid *= skyheight / (double)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(sskytex1->GetWidth(), fixed_t(sskytex1->GetScale().X * 1024));
|
||||
sky2cyl = MAX(sskytex2->GetWidth(), fixed_t(sskytex2->GetScale().Y * 1024));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
|
||||
static FSoftwareTexture *GetSWTex(FTextureID texid, bool allownull = true)
|
||||
{
|
||||
auto tex = TexMan(texid, true);
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
// [RH] Base blending values (for e.g. underwater)
|
||||
int BaseBlendR, BaseBlendG, BaseBlendB;
|
||||
float BaseBlendA;
|
||||
void InitSoftwareSky();
|
||||
|
||||
|
||||
|
||||
|
@ -80,6 +81,7 @@ SWSceneDrawer::~SWSceneDrawer()
|
|||
sector_t *SWSceneDrawer::RenderView(player_t *player)
|
||||
{
|
||||
// Avoid using the pixel buffer from the last frame
|
||||
InitSoftwareSky(); // do this here to avoid problems when texture modes are changed on the fly.
|
||||
FBTextureIndex = (FBTextureIndex + 1) % 2;
|
||||
auto &fbtex = FBTexture[FBTextureIndex];
|
||||
|
||||
|
|
|
@ -36,13 +36,13 @@ class HarmonyStatusBar : DoomStatusBar
|
|||
{
|
||||
Vector2 iconbox = (40, 20);
|
||||
// Draw health
|
||||
DrawImage("MEDIA0", (20, -2), scale(scaleFactor, scaleFactor));
|
||||
DrawImage("MEDIA0", (20, -2), scale:(scaleFactor, scaleFactor));
|
||||
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
|
||||
|
||||
let armor = CPlayer.mo.FindInventory("BasicArmor");
|
||||
if (armor != null && armor.Amount > 0)
|
||||
{
|
||||
DrawInventoryIcon(armor, (20, -22), scale(scaleFactor, scaleFactor));
|
||||
DrawInventoryIcon(armor, (20, -22), scale:(scaleFactor, scaleFactor));
|
||||
DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
|
||||
}
|
||||
Inventory ammotype1, ammotype2;
|
||||
|
@ -50,13 +50,13 @@ class HarmonyStatusBar : DoomStatusBar
|
|||
int invY = -20;
|
||||
if (ammotype1 != null)
|
||||
{
|
||||
DrawInventoryIcon(ammotype1, (-14, -4), scale(scaleFactor, scaleFactor));
|
||||
DrawInventoryIcon(ammotype1, (-14, -4), scale:(scaleFactor, scaleFactor));
|
||||
DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
|
||||
invY -= 20;
|
||||
}
|
||||
if (ammotype2 != null && ammotype2 != ammotype1)
|
||||
{
|
||||
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale(scaleFactor, scaleFactor));
|
||||
DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(scaleFactor, scaleFactor));
|
||||
DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
|
||||
invY -= 20;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue