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- More sky changes: Textures taller than 200 pixels but shorter than 241
are scaled to the height of a 200 pixel tall sky. Skies taller than 240 use the same scale as a 240 tall sky but are shifted down to make the top of the texture align with the top of the screen when looking fully up. Thus, by using a sky texture with a height of 240 or more pixels, the sky will be drawn with square pixels instead of the vertically elongated ones imposed by Doom's native 320x200 resolution. SVN r1978 (trunk)
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3 changed files with 45 additions and 13 deletions
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@ -1,3 +1,12 @@
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November 13, 2009
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- More sky changes: Textures taller than 200 pixels but shorter than 241
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are scaled to the height of a 200 pixel tall sky. Skies taller than 240
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use the same scale as a 240 tall sky but are shifted down to make the
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top of the texture align with the top of the screen when looking fully up.
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Thus, by using a sky texture with a height of 240 or more pixels, the sky
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will be drawn with square pixels instead of the vertically elongated ones
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imposed by Doom's native 320x200 resolution.
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November 12, 2009
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- Improved sky stretching a bit: It now only stretches the sky as tall as it
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needs to be: 228 pixels, not 256. It no longer stretches horizontally,
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@ -866,6 +866,14 @@ static void R_DrawSky (visplane_t *pl)
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{ // The texture does not tile nicely
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frontyScale = DivScale16 (skyscale, frontyScale);
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frontiScale = DivScale32 (1, frontyScale);
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// Sodding crap. Fixed point sucks when you want precision.
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// TODO (if I'm feeling adventurous): Rewrite the renderer to use floating point
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// coordinates to keep as much precision as possible until the final
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// rasterization stage so fudges like this aren't needed.
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if (viewheight <= 600)
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{
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skymid -= FRACUNIT;
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}
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R_DrawSkyStriped (pl);
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}
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}
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@ -82,27 +82,36 @@ void R_InitSkyMap ()
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sky2texture = sky1texture;
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}
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// Skies between [128,200) are stretched to 200 pixels. Shorter skies do
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// not stretch because it is assumed they are meant to tile, and taller
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// skies do not stretch because they provide enough information for no
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// repetition when looking all the way up.
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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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// 200 < h <= 240: Squashed to consume the same height as a 200-pixel tall sky
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// and aligned on the horizon.
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// h > 240: Same scale as a 240-tall sky, but the baseline is shifted down
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// so that the top of the texture is at the top of the screen
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// when looking fully up.
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skyheight = skytex1->GetScaledHeight();
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if (skyheight < 200)
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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_stretchsky
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&& skyheight >= 128
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&& level.IsFreelookAllowed()
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&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
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// The sky is shifted down from center so that it is entirely visible
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// when looking straight ahead.
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skytexturemid = -28*FRACUNIT;
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}
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else
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else if (skyheight > 240)
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{
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// The sky is directly centered so that it is entirely visible when
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// looking fully up.
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skytexturemid = 0;
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skystretch = false;
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skytexturemid = (240 - skyheight) << FRACBITS;
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}
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if (viewwidth != 0 && viewheight != 0)
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@ -115,7 +124,13 @@ void R_InitSkyMap ()
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skyscale = Scale (skyscale, 2048, FieldOfView);
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}
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if (skystretch)
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if (skyheight > 200)
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{
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int sheight = MIN(skyheight, 240);
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skyscale = Scale(skyscale, 200, sheight);
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skyiscale = Scale(skyiscale, sheight, 200);
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}
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else if (skystretch)
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{
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skyscale = Scale(skyscale, SKYSTRETCH_HEIGHT, skyheight);
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skyiscale = Scale(skyiscale, skyheight, SKYSTRETCH_HEIGHT);
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