mirror of
https://github.com/ZDoom/qzdoom.git
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325 lines
9.7 KiB
C++
325 lines
9.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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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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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_skyplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "a_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "g_levellocals.h"
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CVAR(Bool, r_linearsky, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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EXTERN_CVAR(Int, r_skymode)
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double skytexturemid;
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double skyscale;
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float skyiscale;
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fixed_t sky1cyl, sky2cyl;
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void InitSoftwareSky()
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{
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auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true);
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auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true);
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if (skytex1 == nullptr)
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return;
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// Note: I don't think it is good that this stuff gets cached globally.
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// For something that only needs to be once per frame it is rather pointless and makes it hard to swap out the underlying textures based on user settings.
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FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture();
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FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture();
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skytexturemid = 0;
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int skyheight = skytex1->GetDisplayHeight();
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if (skyheight >= 128 && skyheight < 200)
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{
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skytexturemid = -28;
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}
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else if (skyheight > 200)
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{
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skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
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}
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if (viewwidth != 0 && viewheight != 0)
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{
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skyiscale = float(r_Yaspect / freelookviewheight);
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skyscale = freelookviewheight / r_Yaspect;
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skyiscale *= float(r_viewpoint.FieldOfView.Degrees / 90.);
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skyscale *= float(90. / r_viewpoint.FieldOfView.Degrees);
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}
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if (skystretch)
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{
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skyscale *= (double)SKYSTRETCH_HEIGHT / skyheight;
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skyiscale *= skyheight / (float)SKYSTRETCH_HEIGHT;
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skytexturemid *= skyheight / (double)SKYSTRETCH_HEIGHT;
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}
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// The standard Doom sky texture is 256 pixels wide, repeated 4 times over 360 degrees,
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// giving a total sky width of 1024 pixels. So if the sky texture is no wider than 1024,
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// we map it to a cylinder with circumfrence 1024. For larger ones, we use the width of
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// the texture as the cylinder's circumfrence.
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sky1cyl = MAX(sskytex1->GetWidth(), fixed_t(sskytex1->GetScale().X * 1024));
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sky2cyl = MAX(sskytex2->GetWidth(), fixed_t(sskytex2->GetScale().Y * 1024));
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}
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namespace swrenderer
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{
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static FSoftwareTexture *GetSWTex(FTextureID texid, bool allownull = true)
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{
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auto tex = TexMan.GetPalettedTexture(texid, true);
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if (tex == nullptr) return nullptr;
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if (!allownull && !tex->isValid()) return nullptr;
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return tex->GetSoftwareTexture();
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}
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RenderSkyPlane::RenderSkyPlane(RenderThread *thread)
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{
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Thread = thread;
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}
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void RenderSkyPlane::Render(VisiblePlane *pl)
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{
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FTextureID sky1tex, sky2tex;
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double frontdpos = 0, backdpos = 0;
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if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
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{
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sky1tex = sky2texture;
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}
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else
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{
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sky1tex = sky1texture;
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}
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sky2tex = sky2texture;
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skymid = skytexturemid;
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skyangle = Thread->Viewport->viewpoint.Angles.Yaw.BAMs();
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if (pl->picnum == skyflatnum)
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{
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if (!(pl->sky & PL_SKYFLAT))
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{ // use sky1
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sky1:
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frontskytex = GetSWTex(sky1tex);
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if (level.flags & LEVEL_DOUBLESKY)
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backskytex = GetSWTex(sky2tex);
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else
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backskytex = NULL;
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skyflip = 0;
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frontdpos = sky1pos;
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backdpos = sky2pos;
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frontcyl = sky1cyl;
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backcyl = sky2cyl;
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}
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else if (pl->sky == PL_SKYFLAT)
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{ // use sky2
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frontskytex = GetSWTex(sky2tex);
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backskytex = NULL;
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frontcyl = sky2cyl;
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skyflip = 0;
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frontdpos = sky2pos;
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}
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else
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{ // MBF's linedef-controlled skies
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// Sky Linedef
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const line_t *l = &level.lines[(pl->sky & ~PL_SKYFLAT) - 1];
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// Sky transferred from first sidedef
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const side_t *s = l->sidedef[0];
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int pos;
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// Texture comes from upper texture of reference sidedef
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// [RH] If swapping skies, then use the lower sidedef
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if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
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{
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pos = side_t::bottom;
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}
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else
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{
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pos = side_t::top;
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}
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frontskytex = GetSWTex(s->GetTexture(pos));
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if (frontskytex == nullptr)
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{ // [RH] The blank texture: Use normal sky instead.
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goto sky1;
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}
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backskytex = NULL;
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// Horizontal offset is turned into an angle offset,
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// to allow sky rotation as well as careful positioning.
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// However, the offset is scaled very small, so that it
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// allows a long-period of sky rotation.
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skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos));
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// Vertical offset allows careful sky positioning.
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skymid = s->GetTextureYOffset(pos) - 28.0;
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// We sometimes flip the picture horizontally.
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//
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// Doom always flipped the picture, so we make it optional,
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// to make it easier to use the new feature, while to still
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// allow old sky textures to be used.
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skyflip = l->args[2] ? 0u : ~0u;
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int frontxscale = int(frontskytex->GetScale().X * 1024);
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frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
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if (skystretch)
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{
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skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
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}
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}
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}
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frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
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if (backskytex != NULL)
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{
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backpos = int(fmod(backdpos, sky2cyl * 65536.0));
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}
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drawerargs.SetStyle();
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Thread->PrepareTexture(frontskytex, DefaultRenderStyle());
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Thread->PrepareTexture(backskytex, DefaultRenderStyle());
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DrawSky(pl);
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}
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void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, double scale, double texturemid, double yrepeat)
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{
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RenderPortal *renderportal = Thread->Portal.get();
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auto viewport = Thread->Viewport.get();
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double uv_stepd = skyiscale * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / frontskytex->GetHeight();
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double v_step = uv_stepd / frontskytex->GetHeight();
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uint32_t uv_pos = (uint32_t)(int32_t)(v * 0x01000000);
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uint32_t uv_step = (uint32_t)(int32_t)(v_step * 0x01000000);
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int x = start_x;
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if (renderportal->MirrorFlags & RF_XFLIP)
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x = (viewwidth - x);
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uint32_t ang, angle1, angle2;
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if (r_linearsky)
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{
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angle_t xangle = (angle_t)((0.5 - x / (double)viewwidth) * viewport->viewwindow.FocalTangent * ANGLE_90);
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ang = (skyangle + xangle) ^ skyflip;
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}
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else
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{
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ang = (skyangle + viewport->xtoviewangle[x]) ^ skyflip;
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}
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angle1 = UMulScale16(ang, frontcyl) + frontpos;
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angle2 = UMulScale16(ang, backcyl) + backpos;
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drawerargs.SetFrontTexture(Thread, frontskytex, angle1);
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drawerargs.SetBackTexture(Thread, backskytex, angle2);
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drawerargs.SetTextureVStep(uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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drawerargs.SetDest(viewport, start_x, y1);
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drawerargs.SetCount(y2 - y1);
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drawerargs.SetFadeSky(r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY));
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drawerargs.SetSolidTop(frontskytex->GetSkyCapColor(false));
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drawerargs.SetSolidBottom(frontskytex->GetSkyCapColor(true));
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if (!backskytex)
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drawerargs.DrawSingleSkyColumn(Thread);
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else
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drawerargs.DrawDoubleSkyColumn(Thread);
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if (r_modelscene)
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drawerargs.DrawDepthSkyColumn(Thread, 1.0f / 65536.0f);
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}
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void RenderSkyPlane::DrawSkyColumn(int start_x, int y1, int y2)
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{
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if (1 << frontskytex->GetHeightBits() == frontskytex->GetPhysicalHeight())
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{
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double texturemid = skymid * frontskytex->GetScale().Y + frontskytex->GetHeight();
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DrawSkyColumnStripe(start_x, y1, y2, frontskytex->GetScale().Y, texturemid, frontskytex->GetScale().Y);
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}
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else
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{
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auto viewport = Thread->Viewport.get();
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double yrepeat = frontskytex->GetScale().Y;
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double scale = frontskytex->GetScale().Y * skyscale;
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double iscale = 1 / scale;
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short drawheight = short(frontskytex->GetHeight() * scale);
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double topfrac = fmod(skymid + iscale * (1 - viewport->CenterY), frontskytex->GetHeight());
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if (topfrac < 0) topfrac += frontskytex->GetHeight();
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double texturemid = topfrac - iscale * (1 - viewport->CenterY);
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DrawSkyColumnStripe(start_x, y1, y2, scale, texturemid, yrepeat);
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}
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}
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void RenderSkyPlane::DrawSky(VisiblePlane *pl)
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{
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int x1 = pl->left;
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int x2 = pl->right;
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short *uwal = (short *)pl->top;
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short *dwal = (short *)pl->bottom;
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for (int x = x1; x < x2; x++)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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DrawSkyColumn(x, y1, y2);
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}
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}
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}
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