- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.

This commit is contained in:
Christoph Oelckers 2016-01-11 15:07:58 +01:00
commit ef7bcb3a66
7 changed files with 1426 additions and 1263 deletions

View file

@ -63,6 +63,72 @@ enum
};
//==========================================================================
//
// Set up the skyinfo struct
//
//==========================================================================
void GLSkyInfo::init(int sky1, PalEntry FadeColor)
{
memset(this, 0, sizeof(*this));
if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT - 1)))
{
const line_t *l = &lines[(sky1&(PL_SKYFLAT - 1)) - 1];
const side_t *s = l->sidedef[0];
int pos;
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
FTextureID texno = s->GetTexture(pos);
texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
skytexno1 = texno;
x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos));
y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
mirrored = !l->args[2];
}
else
{
normalsky:
if (level.flags&LEVEL_DOUBLESKY)
{
texture[1] = FMaterial::ValidateTexture(sky1texture, false, true);
x_offset[1] = GLRenderer->mSky1Pos;
doublesky = true;
}
if ((level.flags&LEVEL_SWAPSKIES || (sky1 == PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
sky2texture != sky1texture) // If both skies are equal use the scroll offset of the first!
{
texture[0] = FMaterial::ValidateTexture(sky2texture, false, true);
skytexno1 = sky2texture;
sky2 = true;
x_offset[0] = GLRenderer->mSky2Pos;
}
else if (!doublesky)
{
texture[0] = FMaterial::ValidateTexture(sky1texture, false, true);
skytexno1 = sky1texture;
x_offset[0] = GLRenderer->mSky1Pos;
}
}
if (skyfog > 0)
{
fadecolor = FadeColor;
fadecolor.a = 0;
}
else fadecolor = 0;
}
//==========================================================================
//
// Calculate sky texture
@ -92,64 +158,8 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
}
else
{
int sky1 = sector->sky;
memset(&skyinfo, 0, sizeof(skyinfo));
if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT-1)))
{
const line_t *l = &lines[(sky1&(PL_SKYFLAT-1))-1];
const side_t *s = l->sidedef[0];
int pos;
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
FTextureID texno = s->GetTexture(pos);
skyinfo.texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!skyinfo.texture[0] || skyinfo.texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
skyinfo.skytexno1 = texno;
skyinfo.x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos));
skyinfo.y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
skyinfo.mirrored = !l->args[2];
}
else
{
normalsky:
if (level.flags&LEVEL_DOUBLESKY)
{
skyinfo.texture[1]=FMaterial::ValidateTexture(sky1texture, false, true);
skyinfo.x_offset[1] = GLRenderer->mSky1Pos;
skyinfo.doublesky = true;
}
if ((level.flags&LEVEL_SWAPSKIES || (sky1==PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
sky2texture!=sky1texture) // If both skies are equal use the scroll offset of the first!
{
skyinfo.texture[0]=FMaterial::ValidateTexture(sky2texture, false, true);
skyinfo.skytexno1=sky2texture;
skyinfo.sky2 = true;
skyinfo.x_offset[0] = GLRenderer->mSky2Pos;
}
else
{
skyinfo.texture[0]=FMaterial::ValidateTexture(sky1texture, false, true);
skyinfo.skytexno1=sky1texture;
skyinfo.x_offset[0] = GLRenderer->mSky1Pos;
}
}
if (skyfog>0)
{
skyinfo.fadecolor=Colormap.FadeColor;
skyinfo.fadecolor.a=0;
}
else skyinfo.fadecolor=0;
type=RENDERWALL_SKY;
skyinfo.init(sector->sky, Colormap.FadeColor);
type = RENDERWALL_SKY;
sky=UniqueSkies.Get(&skyinfo);
}
}
@ -194,7 +204,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if ((bs->special&0xff) == NoSkyDraw) return;
if (bs->special == NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
@ -285,7 +295,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if ((bs->special&0xff) == NoSkyDraw) return;
if (bs->special == NoSkyDraw) return;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
// For lower skies the normal logic only applies to walls with no lower texture!