From 4fcea96a1ce75f5c9c2adc56ca031084b3d34ce6 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Fri, 5 May 2017 03:27:22 +0200 Subject: [PATCH] - Improve softpoly sky rendering a little bit --- src/polyrenderer/drawers/poly_triangle.cpp | 3 +- src/polyrenderer/scene/poly_sky.cpp | 158 ++++++++++++++++++--- src/polyrenderer/scene/poly_sky.h | 22 +++ 3 files changed, 166 insertions(+), 17 deletions(-) diff --git a/src/polyrenderer/drawers/poly_triangle.cpp b/src/polyrenderer/drawers/poly_triangle.cpp index 84dd13897..19628cf47 100644 --- a/src/polyrenderer/drawers/poly_triangle.cpp +++ b/src/polyrenderer/drawers/poly_triangle.cpp @@ -209,7 +209,8 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool #endif // Keep varyings in -128 to 128 range if possible - if (numclipvert > 0) + // But don't do this for the skycap mode since the V texture coordinate is used for blending + if (numclipvert > 0 && args->uniforms->BlendMode() != TriBlendMode::Skycap) { float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f; float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f; diff --git a/src/polyrenderer/scene/poly_sky.cpp b/src/polyrenderer/scene/poly_sky.cpp index 7cb322032..2f4bc5f8c 100644 --- a/src/polyrenderer/scene/poly_sky.cpp +++ b/src/polyrenderer/scene/poly_sky.cpp @@ -37,17 +37,41 @@ PolySkyDome::PolySkyDome() void PolySkyDome::Render(const TriMatrix &worldToClip) { - FTextureID sky1tex, sky2tex; - if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) - sky1tex = sky2texture; - else - sky1tex = sky1texture; - sky2tex = sky2texture; + PolySkySetup frameSetup; + frameSetup.Update(); - FTexture *frontskytex = TexMan(sky1tex, true); - FTexture *backskytex = nullptr; - if (level.flags & LEVEL_DOUBLESKY) - backskytex = TexMan(sky2tex, true); + if (frameSetup != mCurrentSetup) + { + double frontTexWidth = (double)frameSetup.frontskytex->GetWidth(); + float scaleFrontU = (float)(frameSetup.frontcyl / frontTexWidth); + if (frameSetup.skyflip) + scaleFrontU = -scaleFrontU; + + float baseOffset = (float)(frameSetup.skyangle / 65536.0 / frontTexWidth); + float offsetFrontU = baseOffset * scaleFrontU + (float)(frameSetup.frontpos / 65536.0 / frontTexWidth); + + float scaleFrontV = (float)(frameSetup.frontskytex->Scale.Y * 1.6); + float offsetFrontV; + + // BTSX + /*{ + offsetFrontU += 0.5f; + offsetFrontV = (float)((28.0f - frameSetup.skymid) / frameSetup.frontskytex->GetHeight()); + }*/ + // E1M1 + { + offsetFrontV = (float)((28.0f + frameSetup.skymid) / frameSetup.frontskytex->GetHeight()); + } + + unsigned int count = mVertices.Size(); + for (unsigned int i = 0; i < count; i++) + { + mVertices[i].u = offsetFrontU + mInitialUV[i].X * scaleFrontU; + mVertices[i].v = offsetFrontV + mInitialUV[i].Y * scaleFrontV; + } + + mCurrentSetup = frameSetup; + } const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z); @@ -63,13 +87,13 @@ void PolySkyDome::Render(const TriMatrix &worldToClip) args.SetWriteStencil(true, 1); args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f)); - RenderCapColorRow(args, frontskytex, 0, false); - RenderCapColorRow(args, frontskytex, rc, true); + RenderCapColorRow(args, mCurrentSetup.frontskytex, 0, false); + RenderCapColorRow(args, mCurrentSetup.frontskytex, rc, true); - args.SetTexture(frontskytex); + args.SetTexture(mCurrentSetup.frontskytex); - uint32_t topcapcolor = frontskytex->GetSkyCapColor(false); - uint32_t bottomcapcolor = frontskytex->GetSkyCapColor(true); + uint32_t topcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(false); + uint32_t bottomcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(true); uint8_t topcapindex = RGB256k.All[((RPART(topcapcolor) >> 2) << 12) | ((GPART(topcapcolor) >> 2) << 6) | (BPART(topcapcolor) >> 2)]; uint8_t bottomcapindex = RGB256k.All[((RPART(bottomcapcolor) >> 2) << 12) | ((GPART(bottomcapcolor) >> 2) << 6) | (BPART(bottomcapcolor) >> 2)]; @@ -174,6 +198,108 @@ void PolySkyDome::SkyVertex(int r, int c, bool zflip) // And finally the vertex. TriVertex vert; - vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v * 1.2f - 0.5f); + vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u, v - 0.5f); mVertices.Push(vert); + mInitialUV.Push({ vert.u, vert.v }); +} + +///////////////////////////////////////////////////////////////////////////// + +void PolySkySetup::Update() +{ + FTextureID sky1tex, sky2tex; + double frontdpos = 0, backdpos = 0; + + if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) + { + sky1tex = sky2texture; + } + else + { + sky1tex = sky1texture; + } + sky2tex = sky2texture; + skymid = skytexturemid; + skyangle = 0; + + int sectorSky = 0;// sector->sky; + + if (!(sectorSky & PL_SKYFLAT)) + { // use sky1 + sky1: + frontskytex = TexMan(sky1tex, true); + if (level.flags & LEVEL_DOUBLESKY) + backskytex = TexMan(sky2tex, true); + else + backskytex = nullptr; + skyflip = false; + frontdpos = sky1pos; + backdpos = sky2pos; + frontcyl = sky1cyl; + backcyl = sky2cyl; + } + else if (sectorSky == PL_SKYFLAT) + { // use sky2 + frontskytex = TexMan(sky2tex, true); + backskytex = nullptr; + frontcyl = sky2cyl; + skyflip = false; + frontdpos = sky2pos; + } + else + { // MBF's linedef-controlled skies + // Sky Linedef + const line_t *l = &level.lines[(sectorSky & ~PL_SKYFLAT) - 1]; + + // Sky transferred from first sidedef + const side_t *s = l->sidedef[0]; + int pos; + + // Texture comes from upper texture of reference sidedef + // [RH] If swapping skies, then use the lower sidedef + if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid()) + { + pos = side_t::bottom; + } + else + { + pos = side_t::top; + } + + frontskytex = TexMan(s->GetTexture(pos), true); + if (frontskytex == nullptr || frontskytex->UseType == FTexture::TEX_Null) + { // [RH] The blank texture: Use normal sky instead. + goto sky1; + } + backskytex = nullptr; + + // Horizontal offset is turned into an angle offset, + // to allow sky rotation as well as careful positioning. + // However, the offset is scaled very small, so that it + // allows a long-period of sky rotation. + skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos)); + + // Vertical offset allows careful sky positioning. + skymid = s->GetTextureYOffset(pos); + + // We sometimes flip the picture horizontally. + // + // Doom always flipped the picture, so we make it optional, + // to make it easier to use the new feature, while to still + // allow old sky textures to be used. + skyflip = l->args[2] ? false : true; + + int frontxscale = int(frontskytex->Scale.X * 1024); + frontcyl = MAX(frontskytex->GetWidth(), frontxscale); + if (skystretch) + { + skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT; + } + } + + frontpos = int(fmod(frontdpos, sky1cyl * 65536.0)); + if (backskytex != nullptr) + { + backpos = int(fmod(backdpos, sky2cyl * 65536.0)); + } } diff --git a/src/polyrenderer/scene/poly_sky.h b/src/polyrenderer/scene/poly_sky.h index 87d6cabce..bf8f7e202 100644 --- a/src/polyrenderer/scene/poly_sky.h +++ b/src/polyrenderer/scene/poly_sky.h @@ -23,6 +23,25 @@ #include "polyrenderer/drawers/poly_triangle.h" +class PolySkySetup +{ +public: + void Update(); + + bool operator==(const PolySkySetup &that) const { return memcmp(this, &that, sizeof(PolySkySetup)) == 0; } + bool operator!=(const PolySkySetup &that) const { return memcmp(this, &that, sizeof(PolySkySetup)) != 0; } + + FTexture *frontskytex = nullptr; + FTexture *backskytex = nullptr; + bool skyflip = 0; + int frontpos = 0; + int backpos = 0; + fixed_t frontcyl = 0; + fixed_t backcyl = 0; + double skymid = 0.0; + angle_t skyangle = 0; +}; + class PolySkyDome { public: @@ -30,6 +49,7 @@ public: void Render(const TriMatrix &worldToClip); private: + TArray mInitialUV; TArray mVertices; TArray mPrimStart; int mRows, mColumns; @@ -42,4 +62,6 @@ private: void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap); TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0); + + PolySkySetup mCurrentSetup; };