mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
6161702703
SVN r1982 (trunk)
139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// $Log:$
|
|
//
|
|
// 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 "r_data.h"
|
|
#include "c_cvars.h"
|
|
#include "g_level.h"
|
|
#include "r_sky.h"
|
|
#include "r_main.h"
|
|
#include "v_text.h"
|
|
#include "gi.h"
|
|
|
|
//
|
|
// sky mapping
|
|
//
|
|
FTextureID skyflatnum;
|
|
FTextureID sky1texture, sky2texture;
|
|
fixed_t skytexturemid;
|
|
fixed_t skyscale;
|
|
fixed_t skyiscale;
|
|
bool skystretch;
|
|
|
|
fixed_t sky1cyl, sky2cyl;
|
|
double sky1pos, sky2pos;
|
|
|
|
// [RH] Stretch sky texture if not taller than 128 pixels?
|
|
CUSTOM_CVAR (Bool, r_stretchsky, true, CVAR_ARCHIVE)
|
|
{
|
|
R_InitSkyMap ();
|
|
}
|
|
|
|
extern fixed_t freelookviewheight;
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_InitSkyMap
|
|
//
|
|
// Called whenever the view size changes.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_InitSkyMap ()
|
|
{
|
|
int skyheight;
|
|
FTexture *skytex1, *skytex2;
|
|
|
|
skytex1 = TexMan[sky1texture];
|
|
skytex2 = TexMan[sky2texture];
|
|
|
|
if (skytex1 == NULL)
|
|
return;
|
|
|
|
if ((level.flags & LEVEL_DOUBLESKY) && skytex1->GetHeight() != skytex2->GetHeight())
|
|
{
|
|
Printf (TEXTCOLOR_BOLD "Both sky textures must be the same height." TEXTCOLOR_NORMAL "\n");
|
|
sky2texture = sky1texture;
|
|
}
|
|
|
|
// 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->GetScaledHeight();
|
|
skystretch = false;
|
|
skytexturemid = 0;
|
|
if (skyheight >= 128 && skyheight < 200)
|
|
{
|
|
skystretch = (r_stretchsky
|
|
&& skyheight >= 128
|
|
&& level.IsFreelookAllowed()
|
|
&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
|
|
skytexturemid = -28*FRACUNIT;
|
|
}
|
|
else if (skyheight > 200)
|
|
{
|
|
skytexturemid = (200 - skyheight) << FRACBITS;
|
|
}
|
|
skytexturemid = FixedMul(skytexturemid, skytex1->yScale);
|
|
|
|
if (viewwidth != 0 && viewheight != 0)
|
|
{
|
|
skyiscale = (r_Yaspect*FRACUNIT) / ((freelookviewheight * viewwidth) / viewwidth);
|
|
skyscale = (((freelookviewheight * viewwidth) / viewwidth) << FRACBITS) /
|
|
(r_Yaspect);
|
|
|
|
skyiscale = Scale (skyiscale, FieldOfView, 2048);
|
|
skyscale = Scale (skyscale, 2048, FieldOfView);
|
|
}
|
|
|
|
if (skystretch)
|
|
{
|
|
skyscale = Scale(skyscale, SKYSTRETCH_HEIGHT, skyheight);
|
|
skyiscale = Scale(skyiscale, skyheight, SKYSTRETCH_HEIGHT);
|
|
skytexturemid = Scale(skytexturemid, skyheight, 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(skytex1->GetWidth(), skytex1->xScale >> (16 - 10));
|
|
sky2cyl = MAX(skytex2->GetWidth(), skytex2->xScale >> (16 - 10));
|
|
}
|
|
|