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377 lines
11 KiB
C++
377 lines
11 KiB
C++
/*
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** Sky dome rendering
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** Copyright(C) 2003-2016 Christoph Oelckers
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** All rights reserved.
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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 Lesser 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 Lesser General Public License for more details.
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**
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** You should have received a copy of the GNU Lesser 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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** Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_sky.h"
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#include "poly_portal.h"
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#include "r_sky.h" // for skyflatnum
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#include "g_levellocals.h"
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#include "polyrenderer/scene/poly_light.h"
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PolySkyDome::PolySkyDome()
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{
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CreateDome();
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}
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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{
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#ifdef USE_GL_DOME_MATH
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TriMatrix modelMatrix = GLSkyMath();
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#else
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TriMatrix modelMatrix = TriMatrix::identity();
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PolySkySetup frameSetup;
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frameSetup.Update();
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if (frameSetup != mCurrentSetup)
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{
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// frontcyl = pixels for full 360 degrees, front texture
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// backcyl = pixels for full 360 degrees, back texture
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// skymid = Y scaled pixel offset
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// sky1pos = unscaled X offset, front
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// sky2pos = unscaled X offset, back
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// frontpos = scaled X pixel offset (fixed point)
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// backpos = scaled X pixel offset (fixed point)
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// skyflip = flip X direction
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float scaleBaseV = 1.42f;
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float offsetBaseV = 0.25f;
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float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
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float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
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float offsetFrontU = (float)((frameSetup.frontpos / 65536.0 + frameSetup.frontcyl / 2) / frameSetup.frontskytex->GetWidth());
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float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
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unsigned int count = mVertices.Size();
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for (unsigned int i = 0; i < count; i++)
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{
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mVertices[i].u = offsetFrontU + mInitialUV[i].X * scaleFrontU;
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mVertices[i].v = offsetFrontV + mInitialUV[i].Y * scaleFrontV;
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}
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mCurrentSetup = frameSetup;
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}
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#endif
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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TriMatrix objectToWorld = TriMatrix::translate((float)viewpoint.Pos.X, (float)viewpoint.Pos.Y, (float)viewpoint.Pos.Z) * modelMatrix;
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objectToClip = worldToClip * objectToWorld;
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true);
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args.SetSubsectorDepth(RenderPolyScene::SkySubsectorDepth);
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args.SetTransform(&objectToClip);
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args.SetStencilTestValue(255);
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args.SetWriteStencil(true, 1);
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args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f));
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RenderCapColorRow(args, mCurrentSetup.frontskytex, 0, false);
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RenderCapColorRow(args, mCurrentSetup.frontskytex, rc, true);
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args.SetTexture(mCurrentSetup.frontskytex);
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uint32_t topcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(false);
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uint32_t bottomcapcolor = mCurrentSetup.frontskytex->GetSkyCapColor(true);
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uint8_t topcapindex = RGB256k.All[((RPART(topcapcolor) >> 2) << 12) | ((GPART(topcapcolor) >> 2) << 6) | (BPART(topcapcolor) >> 2)];
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uint8_t bottomcapindex = RGB256k.All[((RPART(bottomcapcolor) >> 2) << 12) | ((GPART(bottomcapcolor) >> 2) << 6) | (BPART(bottomcapcolor) >> 2)];
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for (int i = 1; i <= mRows; i++)
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{
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RenderRow(args, i, topcapcolor, topcapindex);
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RenderRow(args, rc + i, bottomcapcolor, bottomcapindex);
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}
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}
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void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor, uint8_t capcolorindex)
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{
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args.SetFaceCullCCW(false);
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args.SetColor(capcolor, capcolorindex);
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args.SetStyle(TriBlendMode::Skycap);
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args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
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}
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void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
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{
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uint32_t solid = skytex->GetSkyCapColor(bottomCap);
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uint8_t palsolid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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args.SetFaceCullCCW(bottomCap);
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args.SetColor(solid, palsolid);
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args.SetStyle(TriBlendMode::FillOpaque);
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args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
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}
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void PolySkyDome::CreateDome()
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{
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mColumns = 16;// 128;
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mRows = 4;
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CreateSkyHemisphere(false);
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CreateSkyHemisphere(true);
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mPrimStart.Push(mVertices.Size());
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}
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void PolySkyDome::CreateSkyHemisphere(bool zflip)
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{
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int r, c;
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mPrimStart.Push(mVertices.Size());
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for (c = 0; c < mColumns; c++)
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{
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SkyVertex(1, c, zflip);
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}
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// The total number of triangles per hemisphere can be calculated
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// as follows: rows * columns * 2 + 2 (for the top cap).
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for (r = 0; r < mRows; r++)
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{
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mPrimStart.Push(mVertices.Size());
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for (c = 0; c <= mColumns; c++)
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{
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SkyVertex(r + zflip, c, zflip);
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SkyVertex(r + 1 - zflip, c, zflip);
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}
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}
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}
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TriVertex PolySkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv)
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{
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TriVertex v;
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v.x = xx;
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v.y = zz;
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v.z = yy;
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v.w = 1.0f;
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v.u = uu;
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v.v = vv;
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return v;
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}
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void PolySkyDome::SkyVertex(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle sideAngle = maxSideAngle * (float)(mRows - r) / (float)mRows;
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float height = sideAngle.Sin();
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float realRadius = scale * sideAngle.Cos();
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FVector2 pos = topAngle.ToVector(realRadius);
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float z = (!zflip) ? scale * height : -scale * height;
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float u, v;
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// And the texture coordinates.
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if (!zflip) // Flipped Y is for the lower hemisphere.
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{
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u = (-c / (float)mColumns);
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v = (r / (float)mRows);
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}
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else
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{
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u = (-c / (float)mColumns);
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v = 1.0f + ((mRows - r) / (float)mRows);
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}
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if (r != 4) z += 300;
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// And finally the vertex.
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TriVertex vert;
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vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u, v - 0.5f);
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mVertices.Push(vert);
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mInitialUV.Push({ vert.u, vert.v });
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}
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TriMatrix PolySkyDome::GLSkyMath()
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{
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PolySkySetup frameSetup;
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frameSetup.Update();
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mCurrentSetup = frameSetup;
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float x_offset = 0.0f;
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float y_offset = 0.0f;
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bool mirror = false;
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FTexture *tex = mCurrentSetup.frontskytex;
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float skyoffset = 0.0f; // skyoffset debugging CVAR in GL renderer
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int texh = 0;
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int texw = 0;
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// 57 world units roughly represent one sky texel for the glTranslate call.
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const float skyoffsetfactor = 57;
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TriMatrix modelMatrix = TriMatrix::identity();
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if (tex)
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{
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texw = tex->GetWidth();
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texh = tex->GetHeight();
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modelMatrix = TriMatrix::rotate(-180.0f + x_offset, 0.f, 0.f, 1.f);
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float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
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float yscale = 1.f;
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if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
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yscale = 240.f / texh;
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}
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else if (texh < 128)
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{
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// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 128 / 230.f);
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yscale = (float)(128 / texh); // intentionally left as integer.
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}
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else if (texh < 200)
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, -1250.f);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, texh / 230.f);
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}
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else if (texh <= 240)
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (200 - texh + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f);
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}
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else
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{
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modelMatrix = modelMatrix * TriMatrix::translate(0.f, 0.f, (-40 + tex->SkyOffset + skyoffset)*skyoffsetfactor);
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modelMatrix = modelMatrix * TriMatrix::scale(1.f, 1.f, 1.2f * 1.17f);
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yscale = 240.f / texh;
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}
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float offsetU = 1.0f;
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float offsetV = y_offset / texh;
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float scaleU = mirror ? -xscale : xscale;
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float scaleV = yscale;
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unsigned int count = mVertices.Size();
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for (unsigned int i = 0; i < count; i++)
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{
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mVertices[i].u = offsetU + mInitialUV[i].X * scaleU;
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mVertices[i].v = offsetV + mInitialUV[i].Y * scaleV;
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}
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}
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return modelMatrix;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolySkySetup::Update()
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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 = 0;
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int sectorSky = 0;// sector->sky;
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if (!(sectorSky & PL_SKYFLAT))
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{ // use sky1
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sky1:
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frontskytex = TexMan(sky1tex, true);
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if (level.flags & LEVEL_DOUBLESKY)
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backskytex = TexMan(sky2tex, true);
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else
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backskytex = nullptr;
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skyflip = false;
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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 (sectorSky == PL_SKYFLAT)
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{ // use sky2
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frontskytex = TexMan(sky2tex, true);
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backskytex = nullptr;
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frontcyl = sky2cyl;
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skyflip = false;
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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[(sectorSky & ~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 = TexMan(s->GetTexture(pos), true);
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if (frontskytex == nullptr || frontskytex->UseType == FTexture::TEX_Null)
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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 = nullptr;
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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);
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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] ? false : true;
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int frontxscale = int(frontskytex->Scale.X * 1024);
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frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
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}
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frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
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if (backskytex != nullptr)
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{
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backpos = int(fmod(backdpos, sky2cyl * 65536.0));
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}
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}
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