Merge remote-tracking branch 'lat/awful-mix' into awful-mix-fucked

This commit is contained in:
James R 2020-04-28 21:56:35 -07:00
commit 0cdfaaa56c
17 changed files with 498 additions and 422 deletions

View file

@ -1871,7 +1871,7 @@ boolean G_Responder(event_t *ev)
// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]) && !demo.freecam)
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
{
if (!demo.playback && (splitscreen || !netgame))
displayplayers[0] = consoleplayer;

View file

@ -223,6 +223,8 @@ typedef struct GLMipmap_s FTextureInfo;
struct FLightInfo
{
FUINT light_level;
FUINT fade_start;
FUINT fade_end;
};
typedef struct FLightInfo FLightInfo;
@ -241,9 +243,6 @@ enum hwdsetspecialstate
{
HWD_SET_SHADERS,
HWD_SET_FOG_MODE,
HWD_SET_FOG_DENSITY,
HWD_SET_TEXTUREFILTERMODE,
HWD_SET_TEXTUREANISOTROPICMODE,
@ -251,8 +250,8 @@ enum hwdsetspecialstate
};
typedef enum hwdsetspecialstate hwdspecialstate_t;
#define GL_NORMALFOG 0x00000000
#define GL_FADEFOG 0x19000000
#define GL_DEFAULTMIX 0x00000000
#define GL_DEFAULTFOG 0xFF000000
enum hwdfiltermode
{

View file

@ -74,11 +74,9 @@ EXPORT void HWRAPI(UnSetShader) (void);
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment);
EXPORT void HWRAPI(InitCustomShaders) (void);
EXPORT void HWRAPI(StartBatching) (void);
EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCalls, int *sNumShaders, int *sNumTextures, int *sNumPolyFlags, int *sNumColors);
// ==========================================================================
// HWR DRIVER OBJECT, FOR CLIENT PROGRAM
// ==========================================================================

View file

@ -47,9 +47,6 @@ GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump);
GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum);
void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
// hardware driver
extern INT32 gl_leveltime;
// --------
// hw_draw.c
// --------

View file

@ -139,145 +139,69 @@ static INT32 drawcount = 0;
// Lighting
// ==========================================================================
#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
{
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix;
float fog_alpha;
float red, green, blue;
RGBA_t poly_color, tint_color, fade_color;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
poly_color.rgba = 0xFFFFFFFF;
tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX;
fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
mix = mix_color.s.alpha*10/5;
if (mix > 25) mix = 25;
mix *= 255;
mix /= 25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
final_color.s.alpha = 0xFF;
// Fog.
fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
if (cv_grfog.value)
// Crappy backup coloring if you can't do shaders
if (!(cv_grshaders.value && gr_shadersavailable))
{
// be careful, this may get negative for high lightlevel values.
float fog = (fog_alpha - (light_level/255.0f))*3/2;
if (fog < 0)
fog = 0;
float tint_alpha, fade_alpha;
float red, green, blue;
red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
final_color.s.red = (UINT8)(red*255.0f);
final_color.s.green = (UINT8)(green*255.0f);
final_color.s.blue = (UINT8)(blue*255.0f);
red = (float)poly_color.s.red;
green = (float)poly_color.s.green;
blue = (float)poly_color.s.blue;
// 48 is just an arbritrary value that looked relatively okay.
tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f;
// 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color.
// 8 is too bright for dark levels, and 16 is too dark for bright levels.
// 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced.
// (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.)
fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f;
// Clamp the alpha values
tint_alpha = min(max(tint_alpha, 0.0f), 1.0f);
fade_alpha = min(max(fade_alpha, 0.0f), 1.0f);
red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha));
green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha));
blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha));
red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha));
green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha));
blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha));
poly_color.s.red = (UINT8)red;
poly_color.s.green = (UINT8)green;
poly_color.s.blue = (UINT8)blue;
}
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->PolyColor.rgba = poly_color.rgba;
Surface->TintColor.rgba = tint_color.rgba;
Surface->FadeColor.rgba = fade_color.rgba;
Surface->LightInfo.light_level = light_level;
}
else
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
}
void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
{
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix, fogmix, lightmix;
float fog_alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
lightmix = 255 - ((255 - light_level)*10/7);
// Don't go out of bounds
if (lightmix < 0)
lightmix = 0;
else if (lightmix > 255)
lightmix = 255;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = (mix_color.s.alpha*255)/25;
fogmix = (fog_color.s.alpha*255)/25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.red,lightmix));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.green,lightmix));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.blue,lightmix));
// Modulate the colors by alpha.
fog_color.s.red = (UINT8)(CALCLIGHT(fogmix,fog_color.s.red));
fog_color.s.green = (UINT8)(CALCLIGHT(fogmix,fog_color.s.green));
fog_color.s.blue = (UINT8)(CALCLIGHT(fogmix,fog_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = final_color.s.red+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.red,(0xFF-lightmix))));
final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
final_color.s.alpha = 0xFF;
// Fog.
fog_color.rgba = fadecolor;
fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = lightmix;
}
else
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
}
UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
{
RGBA_t realcolor, surfcolor;
INT32 alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
light = light - ((255 - light)*24/22);
realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX;
if (!(cv_grshaders.value && gr_shadersavailable))
{
light = light - (255 - light);
// Don't go out of bounds
if (light < 0)
@ -285,16 +209,58 @@ UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
else if (light > 255)
light = 255;
realcolor.rgba = color;
alpha = (realcolor.s.alpha*255)/25;
// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
surfcolor.s.alpha = (alpha*light)/(2*256)+255-light;
surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light;
}
else
{
surfcolor.s.alpha = (255 - light);
}
return surfcolor.s.alpha;
}
static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
{
INT16 finallight = lightnum;
if (cv_grfakecontrast.value != 0)
{
const UINT8 contrast = 8;
fixed_t extralight = 0;
if (cv_grfakecontrast.value == 2) // Smooth setting
{
extralight = (-(contrast<<FRACBITS) +
FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
abs(v1x - v2x),
abs(v1y - v2y))), 90<<FRACBITS)
* (contrast * 2)) >> FRACBITS;
}
else
{
if (v1y == v2y)
extralight = -contrast;
else if (v1x == v2x)
extralight = contrast;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
// ==========================================================================
// Floor and ceiling generation from subsectors
// ==========================================================================
@ -492,10 +458,7 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei
#endif
}
if (planecolormap)
HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, planecolormap);
if (PolyFlags & (PF_Translucent|PF_Fog))
{
@ -607,10 +570,7 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
//
void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
if (wallcolormap)
HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
else
HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(pSurf, lightlevel, wallcolormap);
HWD.pfnSetShader(2); // wall shader
HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude);
@ -651,7 +611,7 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
INT32 solid, i;
lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->PolyColor.s.alpha;
FUINT lightnum = sector->lightlevel;
FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
extracolormap_t *colormap = NULL;
realtop = top = wallVerts[3].y;
@ -680,12 +640,12 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
{
if (pfloor && (pfloor->flags & FF_FOG))
{
lightnum = pfloor->master->frontsector->lightlevel;
lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
colormap = pfloor->master->frontsector->extra_colormap;
}
else
{
lightnum = *list[i].lightlevel;
lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
colormap = list[i].extra_colormap;
}
}
@ -966,7 +926,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
}
lightnum = gr_frontsector->lightlevel;
lightnum = HWR_CalcWallLight(gr_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = gr_frontsector->extra_colormap;
if (gr_frontsector)
@ -1791,13 +1751,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
blendmode = PF_Fog|PF_NoTexture;
lightnum = rover->master->frontsector->lightlevel;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
else
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
@ -1906,13 +1863,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
blendmode = PF_Fog|PF_NoTexture;
lightnum = rover->master->frontsector->lightlevel;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
else
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
if (gr_backsector->numlights)
HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover);
@ -2339,10 +2293,7 @@ void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
}
if (planecolormap)
HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, planecolormap);
if (blendmode & PF_Translucent)
{
@ -2607,10 +2558,7 @@ void HWR_Subsector(size_t num)
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
@ -2662,10 +2610,7 @@ void HWR_Subsector(size_t num)
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
@ -3381,10 +3326,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
}
#endif
if (colormap)
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, colormap);
Surf.PolyColor.s.alpha = alpha;
@ -3424,10 +3366,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (colormap)
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, colormap);
Surf.PolyColor.s.alpha = alpha;
@ -3559,10 +3498,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
if (colormap)
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, colormap);
}
{
@ -3668,10 +3604,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
colormap = sector->extra_colormap;
}
if (colormap)
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, colormap);
}
if (spr->mobj->flags2 & MF2_SHADOW)
@ -4540,11 +4473,11 @@ static boolean drewsky = false;
void HWR_DrawSkyBackground(float fpov)
{
FTransform dometransform;
if (drewsky)
return;
FTransform dometransform;
memset(&dometransform, 0x00, sizeof(FTransform));
//04/01/2000: Hurdler: added for T&L
@ -4647,7 +4580,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
gr_windowcenterx += gr_viewwidth;
}
// check for new console commands.
NetUpdate();
@ -4726,12 +4658,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value);
HWD.pfnSetShader(0);
// Check if fog is enabled.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
if (cv_grbatching.value)
HWD.pfnStartBatching();
@ -4763,10 +4689,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
HWD.pfnSetTransform(NULL);
HWD.pfnUnSetShader();
// Disable fog
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
// Run post processor effects
if (!skybox)
HWR_DoPostProcessor(player);
@ -4785,14 +4707,17 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
// Clear the color buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (viewnumber == 0) // Only do it if it's the first screen being rendered
{
FRGBAFloat ClearColor;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
HWD.pfnClearBuffer(true, false, &ClearColor);
}
@ -4811,16 +4736,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
HWR_RenderFrame(viewnumber, player, false);
}
// ==========================================================================
// FOG
// ==========================================================================
void HWR_FoggingOn(void)
{
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
}
// ==========================================================================
// 3D ENGINE COMMANDS
// ==========================================================================
@ -4918,10 +4833,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
if (wallcolormap)
HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
else
HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(pSurf, lightlevel, wallcolormap);
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting

View file

@ -69,11 +69,8 @@ void HWR_AddCommands(void);
// into files like hw_bsp.c, hw_sprites.c...
// hw_main.c: Lighting and fog
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor);
void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor);
UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color); // Let's see if this can work
void HWR_FoggingOn(void);
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
@ -149,6 +146,7 @@ extern consvar_t cv_grcorrecttricks;
extern consvar_t cv_grfovchange;
extern consvar_t cv_grsolvetjoin;
extern consvar_t cv_grspritebillboarding;
extern consvar_t cv_grfakecontrast;
extern consvar_t cv_grfallbackplayermodel;
extern CV_PossibleValue_t granisotropicmode_cons_t[];

View file

@ -659,18 +659,24 @@ spritemd2found:
// 0.0722 to blue
// (See this same define in k_kart.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
{
UINT8 i;
UINT16 w = gpatch->width, h = gpatch->height;
UINT32 size = w*h;
RGBA_t *image, *blendimage, *cur, blendcolor;
UINT8 translation[16]; // First the color index
UINT8 cutoff[16]; // Brightness cutoff before using the next color
UINT8 translen = 0;
UINT8 i;
blendcolor = V_GetColor(0); // initialize
memset(translation, 0, sizeof(translation));
memset(cutoff, 0, sizeof(cutoff));
if (grmip->width == 0)
{
grmip->width = gpatch->width;
grmip->height = gpatch->height;
@ -680,8 +686,11 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
grmip->grInfo.format = GR_RGBA;
}
if (grmip->grInfo.data)
{
Z_Free(grmip->grInfo.data);
grmip->grInfo.data = NULL;
}
cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->grInfo.data);
memset(cur, 0x00, size*4);
@ -689,101 +698,285 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
image = gpatch->mipmap->grInfo.data;
blendimage = blendgpatch->mipmap->grInfo.data;
// Average all of the translation's colors
{
const UINT8 div = 6;
const UINT8 start = 4;
UINT32 r, g, b;
// TC_METALSONIC includes an actual skincolor translation, on top of its flashing.
if (skinnum == TC_METALSONIC)
color = SKINCOLOR_BLUEBERRY;
blendcolor = V_GetColor(colortranslations[color][start]);
r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
for (i = 1; i < div; i++)
if (color != SKINCOLOR_NONE)
{
RGBA_t nextcolor = V_GetColor(colortranslations[color][start+i]);
r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
UINT8 numdupes = 1;
UINT8 prevdupes = numdupes;
translation[translen] = colortranslations[color][0];
cutoff[translen] = 255;
for (i = 1; i < 16; i++)
{
if (translation[translen] == colortranslations[color][i])
{
numdupes++;
continue;
}
blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
if (translen > 0)
{
INT16 newcutoff = cutoff[translen-1] - (255 / (16 / prevdupes));
if (newcutoff < 0)
newcutoff = 0;
cutoff[translen] = (UINT8)newcutoff;
}
prevdupes = numdupes;
numdupes = 1;
translen++;
translation[translen] = (UINT8)colortranslations[color][i];
}
translen++;
}
// rainbow support, could theoretically support boss ones too
if (skinnum == TC_RAINBOW)
{
while (size--)
{
if (skinnum == TC_BOSS)
{
// Turn everything below a certain threshold white
if ((image->s.red == image->s.green) && (image->s.green == image->s.blue) && image->s.blue < 127)
{
// Lactozilla: Invert the colors
cur->s.red = cur->s.green = cur->s.blue = (255 - image->s.blue);
}
else
{
cur->s.red = image->s.red;
cur->s.green = image->s.green;
cur->s.blue = image->s.blue;
}
cur->s.alpha = image->s.alpha;
}
else if (skinnum == TC_ALLWHITE)
{
// Turn everything white
cur->s.red = cur->s.green = cur->s.blue = 255;
cur->s.alpha = image->s.alpha;
}
else
{
// All settings that use skincolors!
UINT16 brightness;
// Everything below requires a blend image
if (blendimage == NULL)
{
cur->rgba = image->rgba;
goto skippixel;
}
if (translen <= 0)
{
cur->rgba = image->rgba;
goto skippixel;
}
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
if (skinnum == TC_RAINBOW)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
goto skippixel;
}
else
{
UINT32 tempcolor;
UINT16 imagebright, blendbright, finalbright, colorbright;
UINT16 imagebright, blendbright;
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
brightness = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
}
}
else
{
while (size--)
{
if (blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
goto skippixel; // for metal sonic blend
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
SETBRIGHTNESS(brightness,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
}
}
tempmult = (blendimage->s.red-127)*2;
if (tempmult > 255)
tempmult = 255;
else if (tempmult < 0)
tempmult = 0;
// Calculate a sort of "gradient" for the skincolor
// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
{
RGBA_t nextcolor;
UINT8 firsti, secondi, mul, mulmax;
INT32 r, g, b;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
// Ensue horrible mess.
if (skinnum == TC_RAINBOW)
{
UINT16 brightdif = 256;
UINT8 colorbrightnesses[16];
INT32 compare, m, d;
// Ignore pure white & pitch black
if (brightness > 253 || brightness < 2)
{
cur->rgba = image->rgba;
cur++; image++; blendimage++;
continue;
}
firsti = 0;
mul = 0;
mulmax = 1;
for (i = 0; i < translen; i++)
{
RGBA_t tempc = V_GetColor(translation[i]);
SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
}
for (i = 0; i < translen; i++)
{
if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
continue;
compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
if (compare < brightdif)
{
brightdif = (UINT16)compare;
firsti = i; // best matching color that's equal brightness or darker
}
}
secondi = firsti+1; // next color in line
m = (INT16)brightness - (INT16)colorbrightnesses[secondi];
d = (INT16)colorbrightnesses[firsti] - (INT16)colorbrightnesses[secondi];
if (m >= d)
m = d-1;
mulmax = 16;
// calculate the "gradient" multiplier based on how close this color is to the one next in line
if (m <= 0 || d <= 0)
mul = 0;
else
mul = (mulmax-1) - ((m * mulmax) / d);
}
else
{
// Just convert brightness to a skincolor value, use distance to next position to find the gradient multipler
firsti = 0;
for (i = 1; i < translen; i++)
{
if (brightness >= cutoff[i])
break;
firsti = i;
}
secondi = firsti+1;
mulmax = cutoff[firsti] - cutoff[secondi];
mul = cutoff[firsti] - brightness;
}
blendcolor = V_GetColor(translation[firsti]);
if (mul > 0) // If it's 0, then we only need the first color.
{
nextcolor = V_GetColor(translation[secondi]);
// Find difference between points
r = (INT32)(nextcolor.s.red - blendcolor.s.red);
g = (INT32)(nextcolor.s.green - blendcolor.s.green);
b = (INT32)(nextcolor.s.blue - blendcolor.s.blue);
// Find the gradient of the two points
r = ((mul * r) / mulmax);
g = ((mul * g) / mulmax);
b = ((mul * b) / mulmax);
// Add gradient value to color
blendcolor.s.red += r;
blendcolor.s.green += g;
blendcolor.s.blue += b;
}
}
if (skinnum == TC_RAINBOW)
{
UINT32 tempcolor;
UINT16 colorbright;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
if (colorbright == 0)
colorbright = 1; // no dividing by 0 please
tempcolor = (brightness * blendcolor.s.red) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
tempcolor = (brightness * blendcolor.s.green) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
tempcolor = (brightness * blendcolor.s.blue) / colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
else
{
// Color strength depends on image alpha
INT32 tempcolor;
tempcolor = ((image->s.red * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.red * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = ((image->s.green * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.green * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = ((image->s.blue * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.blue * blendimage->s.alpha) / 255);
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
skippixel:
// *Now* we can do Metal Sonic's flashing
if (skinnum == TC_METALSONIC)
{
// Blend dark blue into white
if (cur->s.alpha > 0 && cur->s.red == 0 && cur->s.green == 0 && cur->s.blue < 255 && cur->s.blue > 31)
{
// Sal: Invert non-blue
cur->s.red = cur->s.green = (255 - cur->s.blue);
cur->s.blue = 255;
}
cur->s.alpha = image->s.alpha;
}
}
cur++; image++;
if (blendimage != NULL)
blendimage++;
}
return;
@ -890,10 +1083,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
colormap = sector->extra_colormap;
}
if (colormap)
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
else
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
HWR_Lighting(&Surf, lightlevel, colormap);
}
else
{

View file

@ -26,6 +26,8 @@
#include "r_opengl.h"
#include "r_vbo.h"
#include "../../p_tick.h" // for leveltime (NOTE: THIS IS BAD, FIGURE OUT HOW TO PROPERLY IMPLEMENT gl_leveltime)
#if defined (HWRENDER) && !defined (NOROPENGL)
struct GLRGBAFloat
@ -482,11 +484,6 @@ boolean SetupGLfunc(void)
return true;
}
static INT32 glstate_fog_mode = 0;
static float glstate_fog_density = 0;
INT32 gl_leveltime = 0;
#ifdef GL_SHADERS
typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
@ -552,10 +549,8 @@ typedef enum
gluniform_tint_color,
gluniform_fade_color,
gluniform_lighting,
// fog
gluniform_fog_mode,
gluniform_fog_density,
gluniform_fade_start,
gluniform_fade_end,
// misc. (custom shaders)
gluniform_leveltime,
@ -579,9 +574,6 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
// GLSL Software fragment shader
//
// (new shader stuff taken from srb2 shader branch)
// this is missing support for fade_start and fade_end
#define GLSL_DOOM_COLORMAP \
"float R_DoomColormap(float light, float z)\n" \
"{\n" \
@ -611,6 +603,12 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
#define GLSL_SOFTWARE_FADE_EQUATION \
"float darkness = R_DoomLightingEquation(lighting);\n" \
"if (fade_start != 0.0 || fade_end != 31.0) {\n" \
"float fs = fade_start / 31.0;\n" \
"float fe = fade_end / 31.0;\n" \
"float fd = fe - fs;\n" \
"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
"}\n" \
"final_color = mix(final_color, fade_color, darkness);\n"
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
@ -619,6 +617,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
@ -631,9 +631,44 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
"gl_FragColor = final_color;\n" \
"}\0"
//
// Water surface shader
//
// Mostly guesstimated, rather than the rest being built off Software science.
// Still needs to distort things underneath/around the water...
//
#define GLSL_WATER_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
"uniform float leveltime;\n" \
"const float freq = 0.025;\n" \
"const float amp = 0.025;\n" \
"const float speed = 2.0;\n" \
"const float pi = 3.14159;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
"float a = -pi * (z * freq) + (leveltime * speed);\n" \
"float sdistort = sin(a) * amp;\n" \
"float cdistort = cos(a) * amp;\n" \
"vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n" \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\0"
//
// Fog block shader (Taken from srb2 shader branch)
// Fog block shader
//
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
//
@ -642,6 +677,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
@ -652,16 +689,15 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
"gl_FragColor = final_color;\n" \
"}\0"
//
// GLSL generic fragment shader
//
#define GLSL_DEFAULT_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 mix_color;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * mix_color;\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
"}\0"
static const char *fragment_shaders[] = {
@ -681,7 +717,7 @@ static const char *fragment_shaders[] = {
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Water fragment shader
GLSL_SOFTWARE_FRAGMENT_SHADER,
GLSL_WATER_FRAGMENT_SHADER,
// Fog fragment shader
GLSL_FOG_FRAGMENT_SHADER,
@ -689,7 +725,7 @@ static const char *fragment_shaders[] = {
// Sky fragment shader
"uniform sampler2D tex;\n"
"void main(void) {\n"
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
"}\0",
NULL,
@ -709,7 +745,7 @@ static const char *fragment_shaders[] = {
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
static const char *vertex_shaders[] = {
@ -885,10 +921,8 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
shader->uniforms[gluniform_lighting] = GETUNI("lighting");
// fog
shader->uniforms[gluniform_fog_mode] = GETUNI("fog_mode");
shader->uniforms[gluniform_fog_density] = GETUNI("fog_density");
shader->uniforms[gluniform_fade_start] = GETUNI("fade_start");
shader->uniforms[gluniform_fade_end] = GETUNI("fade_end");
// misc. (custom shaders)
shader->uniforms[gluniform_leveltime] = GETUNI("leveltime");
@ -899,6 +933,9 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
return true;
}
//
// Custom shader loading
//
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment)
{
#ifdef GL_SHADERS
@ -1688,14 +1725,6 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *
//if (changed)
{
if (!custom)
{
if (glstate_fog_mode == 0) // disabled
{
// Nevermind!
pglUseProgram(0);
return;
}
else // enabled
{
if (gl_shaderprogramchanged)
{
@ -1703,7 +1732,6 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *
gl_shaderprogramchanged = false;
}
}
}
else // always load custom shaders
{
if (gl_shaderprogramchanged)
@ -1735,26 +1763,11 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *
// polygon
UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
// 13062019
// Check for fog
if (glstate_fog_mode == 1)
{
// glstate
UNIFORM_1(shader->uniforms[gluniform_fog_density], glstate_fog_density, pglUniform1f);
// polygon
UNIFORM_4(shader->uniforms[gluniform_fade_color], fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f);
UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f);
// Custom shader uniforms
if (custom)
{
UNIFORM_1(shader->uniforms[gluniform_fog_mode], glstate_fog_mode, pglUniform1i);
UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)gl_leveltime, pglUniform1f);
}
}
UNIFORM_1(shader->uniforms[gluniform_fade_start], Surface->LightInfo.fade_start, pglUniform1f);
UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f);
UNIFORM_1(shader->uniforms[gluniform_leveltime], ((float)leveltime) / TICRATE, pglUniform1f);
#undef UNIFORM_1
#undef UNIFORM_2
@ -2592,14 +2605,6 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
}
break;
case HWD_SET_FOG_MODE:
glstate_fog_mode = Value;
break;
case HWD_SET_FOG_DENSITY:
glstate_fog_density = FIXED_TO_FLOAT(Value);
break;
case HWD_SET_TEXTUREFILTERMODE:
switch (Value)
{

View file

@ -409,7 +409,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = {
// 0.0722 to blue
// (See this same define in hw_md2.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power
@ -8781,6 +8781,9 @@ void K_drawKartHUD(void)
if (!demo.title && (!battlefullscreen || splitscreen))
{
// Draw the CHECK indicator before the other items, so it's overlapped by everything else
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_check)) // delete lua when?
#endif
if (cv_kartcheck.value && !splitscreen && !players[displayplayers[0]].exiting && !freecam)
K_drawKartPlayerCheck();

View file

@ -19,6 +19,7 @@ enum hud {
hud_minimap,
hud_item,
hud_position,
hud_check, // "CHECK" f-zero indicator
hud_minirankings, // Rankings to the left
hud_battlebumpers, // mini rankings battle bumpers.
hud_battlefullscreen, // battle huge text (WAIT, WIN, LOSE ...) + karma comeback time

View file

@ -46,6 +46,7 @@ static const char *const hud_disable_options[] = {
"minimap",
"item",
"position",
"check", // "CHECK" f-zero indicator
"minirankings", // Gametype rankings to the left
"battlerankingsbumpers", // bumper drawer for battle. Useful if you want to make a custom battle gamemode without bumpers being involved.
"battlefullscreen", // battlefullscreen func (WAIT, ATTACK OR PROTECT ...)

View file

@ -279,7 +279,7 @@ static void M_ResetControls(INT32 choice);
// Video & Sound
menu_t OP_VideoOptionsDef, OP_VideoModeDef;
#ifdef HWRENDER
menu_t OP_OpenGLOptionsDef, OP_OpenGLFogDef, OP_OpenGLColorDef;
menu_t OP_OpenGLOptionsDef, OP_OpenGLColorDef;
#endif
menu_t OP_SoundOptionsDef;
//static void M_RestartAudio(void);
@ -346,7 +346,6 @@ static void M_DrawHUDOptions(void);
static void M_DrawVideoMode(void);
static void M_DrawMonitorToggles(void);
#ifdef HWRENDER
static void M_OGL_DrawFogMenu(void);
static void M_OGL_DrawColorMenu(void);
#endif
static void M_DrawMPMainMenu(void);
@ -1247,9 +1246,7 @@ static menuitem_t OP_VideoOptionsMenu[] =
{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100},
#ifdef HWRENDER
{IT_STRING | IT_CVAR, NULL, "3D models", &cv_grmdls, 115},
{IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 125},
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 135},
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 120},
#endif
};
@ -1268,8 +1265,6 @@ enum
op_video_fps,
op_video_vsync,
#ifdef HWRENDER
op_video_md2,
op_video_kartman,
op_video_ogl,
#endif
};
@ -1282,24 +1277,19 @@ static menuitem_t OP_VideoModeMenu[] =
#ifdef HWRENDER
static menuitem_t OP_OpenGLOptionsMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 10},
{IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 20},
{IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding,30},
{IT_STRING | IT_CVAR, NULL, "3D Models", &cv_grmdls, 10},
{IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 20},
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 30},
{IT_STRING|IT_CVAR, NULL, "Quality", &cv_scr_depth, 50},
{IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50},
{IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60},
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70},
#ifdef _WINDOWS
{IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 80},
#endif
{IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 100},
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 110},
};
static menuitem_t OP_OpenGLFogMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Fog", &cv_grfog, 10},
{IT_STRING|IT_CVAR, NULL, "Fog density", &cv_grfogdensity, 20},
{IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_grfakecontrast, 90},
{IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding, 100},
{IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 110},
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 130},
};
static menuitem_t OP_OpenGLColorMenu[] =
@ -2063,17 +2053,6 @@ menu_t OP_MonitorToggleDef =
#ifdef HWRENDER
menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30);
menu_t OP_OpenGLFogDef =
{
"M_VIDEO",
sizeof (OP_OpenGLFogMenu)/sizeof (menuitem_t),
&OP_OpenGLOptionsDef,
OP_OpenGLFogMenu,
M_OGL_DrawFogMenu,
60, 40,
0,
NULL
};
menu_t OP_OpenGLColorDef =
{
"M_VIDEO",
@ -3449,9 +3428,7 @@ void M_Init(void)
#ifdef HWRENDER
// Permanently hide some options based on render mode
if (rendermode == render_soft)
OP_VideoOptionsMenu[op_video_ogl].status =
OP_VideoOptionsMenu[op_video_kartman].status =
OP_VideoOptionsMenu[op_video_md2] .status = IT_DISABLED;
OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED;
#endif
#ifndef NONET
@ -11098,21 +11075,6 @@ static void M_QuitSRB2(INT32 choice)
// OpenGL specific options
// =====================================================================
#define FOG_DENSITY_ITEM 1
// ===================
// M_OGL_DrawFogMenu()
// ===================
static void M_OGL_DrawFogMenu(void)
{
INT32 mx, my;
mx = currentMenu->x;
my = currentMenu->y;
M_DrawGenericMenu(); // use generic drawer for cursor, items and title
V_DrawString(BASEVIDWIDTH - mx - V_StringWidth(cv_grfogdensity.string, 0),
my + currentMenu->menuitems[FOG_DENSITY_ITEM].alphaKey, V_YELLOWMAP, cv_grfogdensity.string);
}
// =====================
// M_OGL_DrawColorMenu()
// =====================

View file

@ -7314,6 +7314,10 @@ static ticcmd_t *P_CameraCmd(camera_t *cam)
if (InputDown(gc_aimbackward, 1) || (usejoystick && axis > 0))
forward -= forwardmove[1];
// fire with any button/key
axis = JoyAxis(AXISFIRE, 1);
if (InputDown(gc_fire, 1) || (usejoystick && axis > 0))
cmd->buttons |= BT_ATTACK;
// spectator aiming shit, ahhhh...
player_invert = invertmouse ? -1 : 1;
@ -7380,6 +7384,7 @@ void P_DemoCameraMovement(camera_t *cam)
ticcmd_t *cmd;
angle_t thrustangle;
mobj_t *awayviewmobj_hack;
player_t *lastp;
// update democam stuff with what we got here:
democam.cam = cam;
@ -7399,6 +7404,14 @@ void P_DemoCameraMovement(camera_t *cam)
else if (cmd->buttons & BT_BRAKE)
cam->z -= 32*mapobjectscale;
// if you hold item, you will lock on to displayplayer. (The last player you were ""f12-ing"")
if (cmd->buttons & BT_ATTACK)
{
lastp = &players[displayplayers[0]]; // Fun fact, I was trying displayplayers[0]->mo as if it was Lua like an absolute idiot.
cam->angle = R_PointToAngle2(cam->x, cam->y, lastp->mo->x, lastp->mo->y);
cam->aiming = R_PointToAngle2(0, cam->z, R_PointToDist2(cam->x, cam->y, lastp->mo->x, lastp->mo->y), lastp->mo->z + lastp->mo->scale*128*P_MobjFlip(lastp->mo)); // This is still unholy. Aim a bit above their heads.
}
cam->momx = cam->momy = cam->momz = 0;
if (cmd->forwardmove != 0)

View file

@ -1550,8 +1550,6 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_grgammagreen);
CV_RegisterVar(&cv_grgammared);
CV_RegisterVar(&cv_grfovchange);
CV_RegisterVar(&cv_grfog);
//CV_RegisterVar(&cv_grfogcolor);
#ifdef ALAM_LIGHTING
CV_RegisterVar(&cv_grstaticlighting);
CV_RegisterVar(&cv_grdynamiclighting);
@ -1560,8 +1558,8 @@ void R_RegisterEngineStuff(void)
#endif
CV_RegisterVar(&cv_grmdls);
CV_RegisterVar(&cv_grfallbackplayermodel);
CV_RegisterVar(&cv_grfogdensity);
CV_RegisterVar(&cv_grspritebillboarding);
CV_RegisterVar(&cv_grfakecontrast);
CV_RegisterVar(&cv_grshearing);
CV_RegisterVar(&cv_grshaders);
#endif

View file

@ -692,7 +692,7 @@ static inline void I_ShutdownConsole(void){}
//
// StartupKeyboard
//
void I_RegisterSignals (void)
static void I_RegisterSignals (void)
{
#ifdef SIGINT
signal(SIGINT , quit_handler);

View file

@ -58,11 +58,9 @@ static void CV_Gammaxxx_ONChange(void);
// - You can change them in software,
// but they won't do anything.
static CV_PossibleValue_t grgamma_cons_t[] = {{1, "MIN"}, {255, "MAX"}, {0, NULL}};
static CV_PossibleValue_t grfogdensity_cons_t[] = {{FRACUNIT/8, "MIN"}, {FRACUNIT*2, "MAX"}, {0, NULL}};
static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}};
consvar_t cv_grshaders = {"gr_shaders", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfog = {"gr_fog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfogdensity = {"gr_fogdensity", "0.30", CV_SAVE|CV_FLOAT, grfogdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grgammared = {"gr_gammared", "127", CV_SAVE|CV_CALL, grgamma_cons_t,
CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL};
@ -78,6 +76,7 @@ consvar_t cv_grfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE,
consvar_t cv_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, grfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
const UINT8 gammatable[5][256] =