//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Sky rendering. The DOOM sky is a texture map like any // wall, wrapping around. 1024 columns equal 360 degrees. // The default sky map is 256 columns and repeats 4 times // on a 320 screen. // // //----------------------------------------------------------------------------- // Needed for FRACUNIT. #include "m_fixed.h" #include "c_cvars.h" #include "g_level.h" #include "r_sky.h" #include "r_utility.h" #include "v_text.h" #include "g_levellocals.h" // // sky mapping // FTextureID skyflatnum; // [RH] Stretch sky texture if not taller than 128 pixels? // Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE|CVAR_NOINITCALL) { R_InitSkyMap (); } CVAR(Float, skyoffset, 0, 0) // for testing //========================================================================== // // R_InitSkyMap // // Called whenever the view size changes. // //========================================================================== void InitSkyMap(FLevelLocals *Level) { int skyheight; FTexture *skytex1, *skytex2; // Do not allow the null texture which has no bitmap and will crash. if (Level->skytexture1.isNull()) { Level->skytexture1 = TexMan.CheckForTexture("-noflat-", ETextureType::Any); } if (Level->skytexture2.isNull()) { Level->skytexture2 = TexMan.CheckForTexture("-noflat-", ETextureType::Any); } skytex1 = TexMan.GetTexture(Level->skytexture1, false); skytex2 = TexMan.GetTexture(Level->skytexture2, false); if (skytex1 == nullptr) return; if ((Level->flags & LEVEL_DOUBLESKY) && skytex1->GetDisplayHeight() != skytex2->GetDisplayHeight()) { Printf(TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n"); Level->flags &= ~LEVEL_DOUBLESKY; Level->skytexture1 = Level->skytexture2; } // There are various combinations for sky rendering depending on how tall the sky is: // h < 128: Unstretched and tiled, centered on horizon // 128 <= h < 200: Can possibly be stretched. When unstretched, the baseline is // 28 rows below the horizon so that the top of the texture // aligns with the top of the screen when looking straight ahead. // When stretched, it is scaled to 228 pixels with the baseline // in the same location as an unstretched 128-tall sky, so the top // of the texture aligns with the top of the screen when looking // fully up. // h == 200: Unstretched, baseline is on horizon, and top is at the top of // the screen when looking fully up. // h > 200: Unstretched, but the baseline is shifted down so that the top // of the texture is at the top of the screen when looking fully up. skyheight = skytex1->GetDisplayHeight(); Level->skystretch = (r_skymode == 1 && skyheight >= 128 && skyheight < 310 && Level->IsFreelookAllowed() && !(Level->flags & LEVEL_FORCETILEDSKY)) ? 1 : 0; } void R_InitSkyMap() { for(auto Level : AllLevels()) { InitSkyMap(Level); } } //========================================================================== // // R_UpdateSky // // Performs sky scrolling // //========================================================================== void R_UpdateSky (uint64_t mstime) { double ms = (double)mstime * FRACUNIT; for(auto Level : AllLevels()) { // Scroll the sky Level->sky1pos = ms * Level->skyspeed1; Level->sky2pos = ms * Level->skyspeed2; // The hardware renderer uses a different value range and clamps it to a single rotation Level->hw_sky1pos = (float)(fmod((double(mstime) * Level->skyspeed1), 1024.) * (90. / 256.)); Level->hw_sky2pos = (float)(fmod((double(mstime) * Level->skyspeed2), 1024.) * (90. / 256.)); } }