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c563f4993f
# Conflicts: # src/common/textures/textures.h
192 lines
5.6 KiB
C++
192 lines
5.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Sky rendering. The DOOM sky is a texture map like any
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// wall, wrapping around. 1024 columns equal 360 degrees.
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// The default sky map is 256 columns and repeats 4 times
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// on a 320 screen.
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//
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//
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//-----------------------------------------------------------------------------
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// Needed for FRACUNIT.
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#include "m_fixed.h"
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#include "c_cvars.h"
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#include "g_level.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "v_text.h"
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#include "g_levellocals.h"
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#include "texturemanager.h"
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#include "palentry.h"
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#include "bitmap.h"
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//
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// sky mapping
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//
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FTextureID skyflatnum;
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// [RH] Stretch sky texture if not taller than 128 pixels?
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// Also now controls capped skies. 0 = normal, 1 = stretched, 2 = capped
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CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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R_InitSkyMap ();
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}
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CVAR(Float, skyoffset, 0, 0) // for testing
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struct SkyColor
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{
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FTextureID Texture;
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std::pair<PalEntry, PalEntry> Colors;
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};
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static TArray<SkyColor> SkyColors;
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std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex)
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{
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for (auto& sky : SkyColors)
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{
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if (sky.Texture == tex->GetID()) return sky.Colors;
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}
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auto itex = tex->GetTexture();
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SkyColor sky;
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FBitmap bitmap = itex->GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels();
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if (buffer)
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{
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sky.Colors.first = averageColor((uint32_t*)buffer, w * MIN(30, h), 0);
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if (h > 30)
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{
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sky.Colors.second = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0);
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}
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else sky.Colors.second = sky.Colors.first;
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}
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sky.Texture = tex->GetID();
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SkyColors.Push(sky);
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return SkyColors.Last().Colors;
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}
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//==========================================================================
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//
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// R_InitSkyMap
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//
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// Called whenever the view size changes.
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//
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//==========================================================================
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void InitSkyMap(FLevelLocals *Level)
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{
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FGameTexture *skytex1, *skytex2;
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// Do not allow the null texture which has no bitmap and will crash.
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if (Level->skytexture1.isNull())
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{
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Level->skytexture1 = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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if (Level->skytexture2.isNull())
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{
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Level->skytexture2 = TexMan.CheckForTexture("-noflat-", ETextureType::Any);
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}
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if (Level->flags & LEVEL_DOUBLESKY)
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{
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Level->skytexture1 = TexMan.GetFrontSkyLayer(Level->skytexture1);
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}
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skytex1 = TexMan.GetGameTexture(Level->skytexture1, false);
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skytex2 = TexMan.GetGameTexture(Level->skytexture2, false);
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if (skytex1 == nullptr)
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return;
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if ((Level->flags & LEVEL_DOUBLESKY) && skytex1->GetDisplayHeight() != skytex2->GetDisplayHeight())
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{
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Printf(TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
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Level->flags &= ~LEVEL_DOUBLESKY;
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Level->skytexture1 = Level->skytexture2;
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}
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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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// h > 200: Unstretched, but the baseline is shifted down so that the top
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// of the texture is at the top of the screen when looking fully up.
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auto skyheight = skytex1->GetDisplayHeight();
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Level->skystretch = (r_skymode == 1
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&& skyheight >= 128 && skyheight <= 256
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&& Level->IsFreelookAllowed()
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&& !(Level->flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
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}
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void R_InitSkyMap()
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{
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for(auto Level : AllLevels())
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{
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InitSkyMap(Level);
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}
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}
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//==========================================================================
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//
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// R_UpdateSky
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//
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// Performs sky scrolling
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//
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//==========================================================================
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void R_UpdateSky (uint64_t mstime)
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{
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double ms = (double)mstime * FRACUNIT;
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for(auto Level : AllLevels())
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{
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// Scroll the sky
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Level->sky1pos = ms * Level->skyspeed1;
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Level->sky2pos = ms * Level->skyspeed2;
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// The hardware renderer uses a different value range and clamps it to a single rotation
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Level->hw_sky1pos = (float)(fmod((double(mstime) * Level->skyspeed1), 1024.) * (90. / 256.));
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Level->hw_sky2pos = (float)(fmod((double(mstime) * Level->skyspeed2), 1024.) * (90. / 256.));
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}
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}
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