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https://github.com/ZDoom/raze-gles.git
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- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
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aba3539275
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4 changed files with 87 additions and 62 deletions
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@ -1001,6 +1001,7 @@ set (PCH_SOURCES
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core/textures/buildtiles.cpp
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core/textures/skytexture.cpp
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core/textures/hightile.cpp
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core/music/s_advsound.cpp
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@ -103,6 +103,9 @@ static int32_t hicprecaching = 0;
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static hitdata_t polymost_hitdata;
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FGameTexture* globalskytex = nullptr;
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FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilemap);
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void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...)
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{
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}
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@ -194,7 +197,7 @@ static void resizeglcheck(void)
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// +4 means it's a sprite, so wraparound isn't needed
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// drawpoly's hack globals
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static int32_t pow2xsplit = 0, skyclamphack = 0, skyzbufferhack = 0, flatskyrender = 0;
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static int32_t pow2xsplit = 0, skyzbufferhack = 0, flatskyrender = 0;
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static float drawpoly_alpha = 0.f;
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static uint8_t drawpoly_blend = 0;
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@ -331,38 +334,6 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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float usub = 0;
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float vsub = 0;
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#if 0
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if (skyclamphack)
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{
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drawpoly_srepeat = false;
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drawpoly_trepeat = false;
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method = DAMETH_CLAMPED;
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vec2f_t const scale = { 1.f / tsiz.x, 1.f / tsiz.y };
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#if 0
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usub = FLT_MAX;
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vsub = FLT_MAX;
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for (int i = 0; i < npoints; i++)
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{
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float const r = 1.f / dd[i];
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float u = floor(uu[i] * r * scale.x);
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float v = floor(vv[i] * r * scale.y);
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if (u < usub) usub = u;
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if (v < vsub) vsub = v;
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}
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#endif
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for (int i = 0; i < npoints; i++)
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{
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float const r = 1.f / dd[i];
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float u = uu[i] * r * scale.x - usub;
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float v = vv[i] * r * scale.y - vsub;
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if (u < -FLT_EPSILON || u > 1 + FLT_EPSILON) drawpoly_srepeat = true;
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if (v < -FLT_EPSILON || v > 1 + FLT_EPSILON) drawpoly_trepeat = true;
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}
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}
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#endif
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polymost_outputGLDebugMessage(3, "polymost_drawpoly(dpxy:%p, n:%d, method_:%X), method: %X", dpxy, n, method_, method);
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@ -377,7 +348,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetFade(globalfloorpal);
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bool success = GLInterface.SetTexture(tileGetTexture(globalpicnum), palid, sampleroverride);
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bool success = GLInterface.SetTexture(globalskytex? globalskytex : tileGetTexture(globalpicnum), palid, sampleroverride);
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if (!success)
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{
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tsiz.x = tsiz.y = 1;
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@ -1301,6 +1272,8 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
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float const fglobalang = FixedToFloat(qglobalang);
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int32_t dapyscale, dapskybits, dapyoffs, daptileyscale;
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int16_t const * dapskyoff = getpsky(globalpicnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
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globalskytex = skytile? nullptr : GetSkyTexture(globalpicnum, dapskybits, dapskyoff);
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if (globalskytex) dapskybits = 0;
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ghoriz = (qglobalhoriz*(1.f/65536.f)-float(ydimen>>1))*dapyscale*(1.f/65536.f)+float(ydimen>>1)+ghorizcorrect;
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@ -1312,8 +1285,6 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
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int ti = (1<<(heightBits(globalpicnum))); if (ti != tilesize.y) ti += ti;
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vec3f_t o;
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skyclamphack = 0;
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xtex.d = xtex.v = 0;
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ytex.d = ytex.u = 0;
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otex.d = dd;
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@ -1340,7 +1311,6 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
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int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
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float fx = x0;
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skyclamphack = true; // Hack to make Blood's skies show properly.
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do
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{
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globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
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@ -1466,8 +1436,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
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otex = otexbak, xtex = xtexbak, ytex = ytexbak;
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}
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while (ti >= 0);
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skyclamphack = false;
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globalskytex = nullptr;
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globalpicnum = picnumbak;
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flatskyrender = 1;
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@ -1601,19 +1570,12 @@ static void polymost_drawalls(int32_t const bunch)
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}
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else if ((nextsectnum < 0) || (!(sector[nextsectnum].floorstat&1)))
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{
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//Use clamping for tiled sky textures
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//(don't wrap around edges if the sky use multiple panels)
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for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
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if (dapskyoff[i] != dapskyoff[i-1])
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{ skyclamphack = r_parallaxskyclamping; break; }
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skyzbufferhack = 1;
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//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
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{
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float const ghorizbak = ghoriz;
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pow2xsplit = 0;
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skyclamphack = 0;
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flatskyrender = 1;
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GLInterface.SetVisibility(0.f);
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polymost_domost(x0,fy0,x1,fy1);
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@ -1629,7 +1591,6 @@ static void polymost_drawalls(int32_t const bunch)
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static vec2f_t const skywal[4] = { { -512, -512 }, { 512, -512 }, { 512, 512 }, { -512, 512 } };
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pow2xsplit = 0;
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skyclamphack = 1;
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for (bssize_t i=0; i<4; i++)
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{
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@ -1796,13 +1757,10 @@ static void polymost_drawalls(int32_t const bunch)
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polymost_domost(x0,fy0,x1,fy1);
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skyclamphack = 0;
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drawingskybox = 0;
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}
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#endif
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skyclamphack = 0;
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skyzbufferhack = 0;
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}
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// Ceiling
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@ -1843,19 +1801,12 @@ static void polymost_drawalls(int32_t const bunch)
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}
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else if ((nextsectnum < 0) || (!(sector[nextsectnum].ceilingstat&1)))
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{
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//Use clamping for tiled sky textures
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//(don't wrap around edges if the sky use multiple panels)
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for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
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if (dapskyoff[i] != dapskyoff[i-1])
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{ skyclamphack = r_parallaxskyclamping; break; }
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skyzbufferhack = 1;
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//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
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{
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float const ghorizbak = ghoriz;
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pow2xsplit = 0;
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skyclamphack = 0;
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flatskyrender = 1;
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GLInterface.SetVisibility(0.f);
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polymost_domost(x1, cy1, x0, cy0);
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@ -1871,7 +1822,6 @@ static void polymost_drawalls(int32_t const bunch)
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static vec2f_t const skywal[4] = { { -512, -512 }, { 512, -512 }, { 512, 512 }, { -512, 512 } };
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pow2xsplit = 0;
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skyclamphack = 1;
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for (bssize_t i=0; i<4; i++)
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{
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@ -2038,12 +1988,10 @@ static void polymost_drawalls(int32_t const bunch)
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xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; //y-flip skybox floor
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polymost_domost(x1,cy1,x0,cy0);
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skyclamphack = 0;
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drawingskybox = 0;
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}
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#endif
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skyclamphack = 0;
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skyzbufferhack = 0;
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}
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@ -2837,7 +2785,6 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
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return;
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pow2xsplit = 0;
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skyclamphack = 0;
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polymost_drawpoly(dpxy, n, method, tileSize(globalpicnum));
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}
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77
source/core/textures/skytexture.cpp
Normal file
77
source/core/textures/skytexture.cpp
Normal file
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@ -0,0 +1,77 @@
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/*
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** skytexture.cpp
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** Composite sky textures for Build.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "files.h"
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#include "filesystem.h"
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#include "image.h"
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#include "multipatchtexture.h"
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#include "printf.h"
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#include "texturemanager.h"
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#include "buildtiles.h"
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FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t *tilemap)
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{
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char synthname[60];
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if (lognumtiles == 0 || lognumtiles > 4)
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{
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// no special handling - let the old code do its job as-is
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return nullptr;
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}
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int numtiles = 1 << lognumtiles;
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mysnprintf(synthname, 60, "%04x", basetile);
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for(int i = 0; i < numtiles; i++)
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{
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synthname[4+i] = 'A' + tilemap[i];
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};
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synthname[4+numtiles] = 0;
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auto tex = TexMan.FindGameTexture(synthname);
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if (tex) return tex;
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TArray<TexPartBuild> build(numtiles, true);
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int tilewidth = tileWidth(basetile);
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for(int i = 0; i < numtiles; i++)
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{
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auto tex = tileGetTexture(basetile + tilemap[i]);
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if (!tex || !tex->isValid() || tex->GetTexture() == 0) return nullptr;
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build[i].TexImage = static_cast<FImageTexture*>(tex->GetTexture());
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build[i].OriginX = tilewidth * i;
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}
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auto tt = MakeGameTexture(new FImageTexture(new FMultiPatchTexture(tilewidth*numtiles, tileHeight(basetile), build, false, false)), synthname, ETextureType::Override);
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TexMan.AddGameTexture(tt, true);
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return tt;
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}
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