- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.

This commit is contained in:
Christoph Oelckers 2020-12-04 22:29:25 +01:00
parent aba3539275
commit d04013066c
4 changed files with 87 additions and 62 deletions

View File

@ -1001,6 +1001,7 @@ set (PCH_SOURCES
core/textures/buildtiles.cpp
core/textures/skytexture.cpp
core/textures/hightile.cpp
core/music/s_advsound.cpp

View File

@ -103,6 +103,9 @@ static int32_t hicprecaching = 0;
static hitdata_t polymost_hitdata;
FGameTexture* globalskytex = nullptr;
FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilemap);
void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...)
{
}
@ -194,7 +197,7 @@ static void resizeglcheck(void)
// +4 means it's a sprite, so wraparound isn't needed
// drawpoly's hack globals
static int32_t pow2xsplit = 0, skyclamphack = 0, skyzbufferhack = 0, flatskyrender = 0;
static int32_t pow2xsplit = 0, skyzbufferhack = 0, flatskyrender = 0;
static float drawpoly_alpha = 0.f;
static uint8_t drawpoly_blend = 0;
@ -331,38 +334,6 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
float usub = 0;
float vsub = 0;
#if 0
if (skyclamphack)
{
drawpoly_srepeat = false;
drawpoly_trepeat = false;
method = DAMETH_CLAMPED;
vec2f_t const scale = { 1.f / tsiz.x, 1.f / tsiz.y };
#if 0
usub = FLT_MAX;
vsub = FLT_MAX;
for (int i = 0; i < npoints; i++)
{
float const r = 1.f / dd[i];
float u = floor(uu[i] * r * scale.x);
float v = floor(vv[i] * r * scale.y);
if (u < usub) usub = u;
if (v < vsub) vsub = v;
}
#endif
for (int i = 0; i < npoints; i++)
{
float const r = 1.f / dd[i];
float u = uu[i] * r * scale.x - usub;
float v = vv[i] * r * scale.y - vsub;
if (u < -FLT_EPSILON || u > 1 + FLT_EPSILON) drawpoly_srepeat = true;
if (v < -FLT_EPSILON || v > 1 + FLT_EPSILON) drawpoly_trepeat = true;
}
}
#endif
polymost_outputGLDebugMessage(3, "polymost_drawpoly(dpxy:%p, n:%d, method_:%X), method: %X", dpxy, n, method_, method);
@ -377,7 +348,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(globalfloorpal);
bool success = GLInterface.SetTexture(tileGetTexture(globalpicnum), palid, sampleroverride);
bool success = GLInterface.SetTexture(globalskytex? globalskytex : tileGetTexture(globalpicnum), palid, sampleroverride);
if (!success)
{
tsiz.x = tsiz.y = 1;
@ -1301,6 +1272,8 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
float const fglobalang = FixedToFloat(qglobalang);
int32_t dapyscale, dapskybits, dapyoffs, daptileyscale;
int16_t const * dapskyoff = getpsky(globalpicnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
globalskytex = skytile? nullptr : GetSkyTexture(globalpicnum, dapskybits, dapskyoff);
if (globalskytex) dapskybits = 0;
ghoriz = (qglobalhoriz*(1.f/65536.f)-float(ydimen>>1))*dapyscale*(1.f/65536.f)+float(ydimen>>1)+ghorizcorrect;
@ -1312,8 +1285,6 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
int ti = (1<<(heightBits(globalpicnum))); if (ti != tilesize.y) ti += ti;
vec3f_t o;
skyclamphack = 0;
xtex.d = xtex.v = 0;
ytex.d = ytex.u = 0;
otex.d = dd;
@ -1340,7 +1311,6 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
float fx = x0;
skyclamphack = true; // Hack to make Blood's skies show properly.
do
{
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
@ -1466,8 +1436,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
otex = otexbak, xtex = xtexbak, ytex = ytexbak;
}
while (ti >= 0);
skyclamphack = false;
globalskytex = nullptr;
globalpicnum = picnumbak;
flatskyrender = 1;
@ -1601,19 +1570,12 @@ static void polymost_drawalls(int32_t const bunch)
}
else if ((nextsectnum < 0) || (!(sector[nextsectnum].floorstat&1)))
{
//Use clamping for tiled sky textures
//(don't wrap around edges if the sky use multiple panels)
for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
if (dapskyoff[i] != dapskyoff[i-1])
{ skyclamphack = r_parallaxskyclamping; break; }
skyzbufferhack = 1;
//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
{
float const ghorizbak = ghoriz;
pow2xsplit = 0;
skyclamphack = 0;
flatskyrender = 1;
GLInterface.SetVisibility(0.f);
polymost_domost(x0,fy0,x1,fy1);
@ -1629,7 +1591,6 @@ static void polymost_drawalls(int32_t const bunch)
static vec2f_t const skywal[4] = { { -512, -512 }, { 512, -512 }, { 512, 512 }, { -512, 512 } };
pow2xsplit = 0;
skyclamphack = 1;
for (bssize_t i=0; i<4; i++)
{
@ -1796,13 +1757,10 @@ static void polymost_drawalls(int32_t const bunch)
polymost_domost(x0,fy0,x1,fy1);
skyclamphack = 0;
drawingskybox = 0;
}
#endif
skyclamphack = 0;
skyzbufferhack = 0;
}
// Ceiling
@ -1843,19 +1801,12 @@ static void polymost_drawalls(int32_t const bunch)
}
else if ((nextsectnum < 0) || (!(sector[nextsectnum].ceilingstat&1)))
{
//Use clamping for tiled sky textures
//(don't wrap around edges if the sky use multiple panels)
for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
if (dapskyoff[i] != dapskyoff[i-1])
{ skyclamphack = r_parallaxskyclamping; break; }
skyzbufferhack = 1;
//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
{
float const ghorizbak = ghoriz;
pow2xsplit = 0;
skyclamphack = 0;
flatskyrender = 1;
GLInterface.SetVisibility(0.f);
polymost_domost(x1, cy1, x0, cy0);
@ -1871,7 +1822,6 @@ static void polymost_drawalls(int32_t const bunch)
static vec2f_t const skywal[4] = { { -512, -512 }, { 512, -512 }, { 512, 512 }, { -512, 512 } };
pow2xsplit = 0;
skyclamphack = 1;
for (bssize_t i=0; i<4; i++)
{
@ -2038,12 +1988,10 @@ static void polymost_drawalls(int32_t const bunch)
xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; //y-flip skybox floor
polymost_domost(x1,cy1,x0,cy0);
skyclamphack = 0;
drawingskybox = 0;
}
#endif
skyclamphack = 0;
skyzbufferhack = 0;
}
@ -2837,7 +2785,6 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
return;
pow2xsplit = 0;
skyclamphack = 0;
polymost_drawpoly(dpxy, n, method, tileSize(globalpicnum));
}

View File

@ -0,0 +1,77 @@
/*
** skytexture.cpp
** Composite sky textures for Build.
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "files.h"
#include "filesystem.h"
#include "image.h"
#include "multipatchtexture.h"
#include "printf.h"
#include "texturemanager.h"
#include "buildtiles.h"
FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t *tilemap)
{
char synthname[60];
if (lognumtiles == 0 || lognumtiles > 4)
{
// no special handling - let the old code do its job as-is
return nullptr;
}
int numtiles = 1 << lognumtiles;
mysnprintf(synthname, 60, "%04x", basetile);
for(int i = 0; i < numtiles; i++)
{
synthname[4+i] = 'A' + tilemap[i];
};
synthname[4+numtiles] = 0;
auto tex = TexMan.FindGameTexture(synthname);
if (tex) return tex;
TArray<TexPartBuild> build(numtiles, true);
int tilewidth = tileWidth(basetile);
for(int i = 0; i < numtiles; i++)
{
auto tex = tileGetTexture(basetile + tilemap[i]);
if (!tex || !tex->isValid() || tex->GetTexture() == 0) return nullptr;
build[i].TexImage = static_cast<FImageTexture*>(tex->GetTexture());
build[i].OriginX = tilewidth * i;
}
auto tt = MakeGameTexture(new FImageTexture(new FMultiPatchTexture(tilewidth*numtiles, tileHeight(basetile), build, false, false)), synthname, ETextureType::Override);
TexMan.AddGameTexture(tt, true);
return tt;
}