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Merge remote-tracking branch 'origin/master' into next
This commit is contained in:
commit
be73e84245
9 changed files with 797 additions and 64 deletions
14
src/f_wipe.c
14
src/f_wipe.c
|
@ -172,15 +172,6 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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*/
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static void F_DoWipe(fademask_t *fademask)
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{
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#ifdef HWRENDER
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/// \todo Mask wipes for OpenGL
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if(rendermode != render_soft)
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{
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HWR_DoScreenWipe();
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return;
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}
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#endif
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// Software mask wipe -- optimized; though it might not look like it!
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// Okay, to save you wondering *how* this is more optimized than the simpler
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// version that came before it...
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@ -344,6 +335,11 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
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I_Sleep();
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lastwipetic = nowtime;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
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else
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#endif
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F_DoWipe(fmask);
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I_OsPolling();
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I_UpdateNoBlit();
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@ -452,7 +452,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLTexture_t *grtex)
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//Hurdler: not efficient at all but I don't remember exactly how HWR_DrawPatchInCache works :(
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if (format2bpp[grtex->mipmap.grInfo.format]==4)
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{
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for (i = 3; i < blocksize; i += 4)
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for (i = 3; i < blocksize*4; i += 4) // blocksize*4 because blocksize doesn't include the bpp
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{
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if (block[i] == 0)
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{
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@ -1002,4 +1002,107 @@ GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum)
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return HWR_GetCachedGLPatchPwad(WADFILENUM(lumpnum),LUMPNUM(lumpnum));
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}
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// Need to do this because they aren't powers of 2
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static void HWR_DrawFadeMaskInCache(GLMipmap_t *mipmap, INT32 pblockwidth, INT32 pblockheight,
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lumpnum_t fademasklumpnum, UINT16 fmwidth, UINT16 fmheight)
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{
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INT32 i,j;
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fixed_t posx, posy, stepx, stepy;
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UINT8 *block = mipmap->grInfo.data; // places the data directly into here, it already has the space allocated from HWR_ResizeBlock
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UINT8 *flat;
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UINT8 *dest, *src, texel;
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RGBA_t col;
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// Place the flats data into flat
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W_ReadLump(fademasklumpnum, Z_Malloc(W_LumpLength(fademasklumpnum),
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PU_HWRCACHE, &flat));
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stepy = ((INT32)SHORT(fmheight)<<FRACBITS)/pblockheight;
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stepx = ((INT32)SHORT(fmwidth)<<FRACBITS)/pblockwidth;
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posy = 0;
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for (j = 0; j < pblockheight; j++)
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{
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posx = 0;
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dest = &block[j*blockwidth]; // 1bpp
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src = &flat[(posy>>FRACBITS)*SHORT(fmwidth)];
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for (i = 0; i < pblockwidth;i++)
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{
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// fademask bpp is always 1, and is used just for alpha
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texel = src[(posx)>>FRACBITS];
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col = V_GetColor(texel);
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*dest = col.s.red; // take the red level of the colour and use it for alpha, as fademasks do
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dest++;
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posx += stepx;
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}
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posy += stepy;
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}
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Z_Free(flat);
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}
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static void HWR_CacheFadeMask(GLMipmap_t *grMipmap, lumpnum_t fademasklumpnum)
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{
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size_t size;
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UINT16 fmheight = 0, fmwidth = 0;
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// setup the texture info
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grMipmap->grInfo.format = GR_TEXFMT_ALPHA_8; // put the correct alpha levels straight in so I don't need to convert it later
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grMipmap->flags = 0;
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size = W_LumpLength(fademasklumpnum);
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switch (size)
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{
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// None of these are powers of 2, so I'll need to do what is done for textures and make them powers of 2 before they can be used
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case 256000: // 640x400
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fmwidth = 640;
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fmheight = 400;
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break;
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case 64000: // 320x200
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fmwidth = 320;
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fmheight = 200;
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break;
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case 16000: // 160x100
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fmwidth = 160;
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fmheight = 100;
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break;
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case 4000: // 80x50 (minimum)
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fmwidth = 80;
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fmheight = 50;
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break;
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default: // Bad lump
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CONS_Alert(CONS_WARNING, "Fade mask lump of incorrect size, ignored\n"); // I should avoid this by checking the lumpnum in HWR_RunWipe
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break;
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}
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// Thankfully, this will still work for this scenario
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HWR_ResizeBlock(fmwidth, fmheight, &grMipmap->grInfo);
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grMipmap->width = blockwidth;
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grMipmap->height = blockheight;
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MakeBlock(grMipmap);
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HWR_DrawFadeMaskInCache(grMipmap, blockwidth, blockheight, fademasklumpnum, fmwidth, fmheight);
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// I DO need to convert this because it isn't power of 2 and we need the alpha
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}
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void HWR_GetFadeMask(lumpnum_t fademasklumpnum)
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{
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GLMipmap_t *grmip;
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grmip = &HWR_GetCachedGLPatch(fademasklumpnum)->mipmap;
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if (!grmip->downloaded && !grmip->grInfo.data)
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HWR_CacheFadeMask(grmip, fademasklumpnum);
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HWD.pfnSetTexture(grmip);
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// The system-memory data can be purged now.
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Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
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}
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#endif //HWRENDER
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@ -106,6 +106,7 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum);
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void HWR_SetPalette(RGBA_t *palette);
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GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump);
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GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum);
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void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
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// --------
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// hw_draw.c
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@ -66,6 +66,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
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#ifdef SORTING
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void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
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void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
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#else
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static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector);
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@ -1286,6 +1288,25 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo*
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HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap);
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}
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// HWR_DrawSkyWalls
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// Draw walls into the depth buffer so that anything behind is culled properly
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static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
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{
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HWD.pfnSetTexture(NULL);
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// no texture
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wallVerts[3].t = wallVerts[2].t = 0;
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wallVerts[0].t = wallVerts[1].t = 0;
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wallVerts[0].s = wallVerts[3].s = 0;
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wallVerts[2].s = wallVerts[1].s = 0;
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// set top/bottom coords
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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
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HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
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// PF_Invisible so it's not drawn into the colour buffer
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// PF_NoTexture for no texture
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// PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer
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}
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//
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// HWR_StoreWallRange
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// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
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@ -1393,11 +1414,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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// check TOP TEXTURE
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if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture]
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#ifdef POLYOBJECTS // polyobjects don't have top textures, silly.
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&& !gr_curline->polyseg
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#endif
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)
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if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture])
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{
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if (drawtextured)
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{
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@ -1435,11 +1452,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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// check BOTTOM TEXTURE
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if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]
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#ifdef POLYOBJECTS // polyobjects don't have bottom textures, silly.
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&& !gr_curline->polyseg
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#endif
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) //only if VISIBLE!!!
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if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]) //only if VISIBLE!!!
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{
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if (drawtextured)
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{
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@ -1646,6 +1659,20 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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blendmode = PF_Masked;
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break;
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}
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#ifdef POLYOBJECTS
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if (gr_curline->polyseg && gr_curline->polyseg->translucency > 0)
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{
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if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
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{
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Surf.FlatColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
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blendmode = PF_Masked;
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}
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else
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blendmode = HWR_TranstableToAlpha(gr_curline->polyseg->translucency, &Surf);
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}
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#endif
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Translucent;
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@ -1668,6 +1695,85 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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Surf.FlatColor.rgba = 0xffffffff;
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}*/
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}
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// Isn't this just the most lovely mess
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if (!gr_curline->polyseg) // Don't do it for polyobjects
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{
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if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
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{
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fixed_t depthwallheight;
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if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
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depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
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else
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depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
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|
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if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
|
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{
|
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if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
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{
|
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if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
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HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
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else
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HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
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}
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// behind sector is not a thok barrier
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else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
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HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
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// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
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}
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else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
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{
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if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
|
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|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
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|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
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}
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else // neither sectors are thok barriers
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{
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if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
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|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
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}
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}
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// And now for sky floors!
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if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
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{
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fixed_t depthwallheight;
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if (!gr_sidedef->bottomtexture)
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depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
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else
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depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
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if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
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{
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if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
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{
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if (!gr_sidedef->toptexture) // Only extend up if there's no texture
|
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
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else
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
|
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}
|
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// behind sector is not a thok barrier
|
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else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
|
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
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}
|
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else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
|
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{
|
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if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
|
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|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
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|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
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}
|
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else // neither sectors are thok barriers
|
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{
|
||||
if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
|
||||
|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1707,6 +1813,14 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||||
}
|
||||
}
|
||||
|
||||
if (!gr_curline->polyseg)
|
||||
{
|
||||
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
|
||||
if (gr_frontsector->floorpic == skyflatnum)
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -2506,6 +2620,234 @@ static inline void HWR_AddPolyObjectSegs(void)
|
|||
Z_Free(pv1);
|
||||
Z_Free(gr_fakeline);
|
||||
}
|
||||
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, fixed_t fixedheight,
|
||||
FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector,
|
||||
UINT8 alpha, extracolormap_t *planecolormap)
|
||||
{
|
||||
float height; //constant y for all points on the convex flat polygon
|
||||
FOutVector *v3d;
|
||||
INT32 i;
|
||||
float flatxref,flatyref;
|
||||
float fflatsize;
|
||||
INT32 flatflag;
|
||||
size_t len;
|
||||
float scrollx = 0.0f, scrolly = 0.0f;
|
||||
angle_t angle = 0;
|
||||
FSurfaceInfo Surf;
|
||||
fixed_t tempxsow, tempytow;
|
||||
size_t nrPlaneVerts;
|
||||
|
||||
static FOutVector *planeVerts = NULL;
|
||||
static UINT16 numAllocedPlaneVerts = 0;
|
||||
|
||||
nrPlaneVerts = polysector->numVertices;
|
||||
|
||||
height = FIXED_TO_FLOAT(fixedheight);
|
||||
|
||||
if (nrPlaneVerts < 3) //not even a triangle ?
|
||||
return;
|
||||
|
||||
if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size
|
||||
{
|
||||
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX);
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate plane-vertex buffer if we need to
|
||||
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
|
||||
{
|
||||
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
|
||||
Z_Free(planeVerts);
|
||||
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
|
||||
}
|
||||
|
||||
len = W_LumpLength(lumpnum);
|
||||
|
||||
switch (len)
|
||||
{
|
||||
case 4194304: // 2048x2048 lump
|
||||
fflatsize = 2048.0f;
|
||||
flatflag = 2047;
|
||||
break;
|
||||
case 1048576: // 1024x1024 lump
|
||||
fflatsize = 1024.0f;
|
||||
flatflag = 1023;
|
||||
break;
|
||||
case 262144:// 512x512 lump
|
||||
fflatsize = 512.0f;
|
||||
flatflag = 511;
|
||||
break;
|
||||
case 65536: // 256x256 lump
|
||||
fflatsize = 256.0f;
|
||||
flatflag = 255;
|
||||
break;
|
||||
case 16384: // 128x128 lump
|
||||
fflatsize = 128.0f;
|
||||
flatflag = 127;
|
||||
break;
|
||||
case 1024: // 32x32 lump
|
||||
fflatsize = 32.0f;
|
||||
flatflag = 31;
|
||||
break;
|
||||
default: // 64x64 lump
|
||||
fflatsize = 64.0f;
|
||||
flatflag = 63;
|
||||
break;
|
||||
}
|
||||
|
||||
// reference point for flat texture coord for each vertex around the polygon
|
||||
flatxref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].x) & (~flatflag)) / fflatsize);
|
||||
flatyref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].y) & (~flatflag)) / fflatsize);
|
||||
|
||||
// transform
|
||||
v3d = planeVerts;
|
||||
|
||||
if (FOFsector != NULL)
|
||||
{
|
||||
if (fixedheight == FOFsector->floorheight) // it's a floor
|
||||
{
|
||||
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
|
||||
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
|
||||
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
|
||||
}
|
||||
else // it's a ceiling
|
||||
{
|
||||
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
|
||||
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
|
||||
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
|
||||
}
|
||||
}
|
||||
else if (gr_frontsector)
|
||||
{
|
||||
if (fixedheight < dup_viewz) // it's a floor
|
||||
{
|
||||
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
|
||||
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
|
||||
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
|
||||
}
|
||||
else // it's a ceiling
|
||||
{
|
||||
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
|
||||
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
|
||||
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
|
||||
}
|
||||
}
|
||||
|
||||
if (angle) // Only needs to be done if there's an altered angle
|
||||
{
|
||||
// This needs to be done so that it scrolls in a different direction after rotation like software
|
||||
tempxsow = FLOAT_TO_FIXED(scrollx);
|
||||
tempytow = FLOAT_TO_FIXED(scrolly);
|
||||
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||||
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
|
||||
|
||||
// This needs to be done so everything aligns after rotation
|
||||
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
|
||||
tempxsow = FLOAT_TO_FIXED(flatxref);
|
||||
tempytow = FLOAT_TO_FIXED(flatyref);
|
||||
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||||
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
|
||||
}
|
||||
|
||||
for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++)
|
||||
{
|
||||
// Hurdler: add scrolling texture on floor/ceiling
|
||||
v3d->sow = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatsize) - flatxref + scrollx); // Go from the polysector's original vertex locations
|
||||
v3d->tow = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatsize) + scrolly); // Means the flat is offset based on the original vertex locations
|
||||
|
||||
// Need to rotate before translate
|
||||
if (angle) // Only needs to be done if there's an altered angle
|
||||
{
|
||||
tempxsow = FLOAT_TO_FIXED(v3d->sow);
|
||||
tempytow = FLOAT_TO_FIXED(v3d->tow);
|
||||
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||||
v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
|
||||
}
|
||||
|
||||
v3d->x = FIXED_TO_FLOAT(polysector->lines[i]->v1->x);
|
||||
v3d->y = height;
|
||||
v3d->z = FIXED_TO_FLOAT(polysector->lines[i]->v1->y);
|
||||
}
|
||||
|
||||
|
||||
if (planecolormap)
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
|
||||
else
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
|
||||
|
||||
if (blendmode & PF_Translucent)
|
||||
{
|
||||
Surf.FlatColor.s.alpha = (UINT8)alpha;
|
||||
blendmode |= PF_Modulated|PF_Occlude|PF_Clip;
|
||||
}
|
||||
else
|
||||
blendmode |= PF_Masked|PF_Modulated|PF_Clip;
|
||||
|
||||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode);
|
||||
}
|
||||
|
||||
static void HWR_AddPolyObjectPlanes(void)
|
||||
{
|
||||
size_t i;
|
||||
sector_t *polyobjsector;
|
||||
|
||||
// Polyobject Planes need their own function for drawing because they don't have extrasubsectors by themselves
|
||||
// It should be okay because polyobjects should always be convex anyway
|
||||
|
||||
for (i = 0; i < numpolys; i++)
|
||||
{
|
||||
polyobjsector = po_ptrs[i]->lines[0]->backsector; // the in-level polyobject sector
|
||||
|
||||
if (!(po_ptrs[i]->flags & POF_RENDERPLANES)) // Only render planes when you should
|
||||
continue;
|
||||
|
||||
if (po_ptrs[i]->translucency >= NUMTRANSMAPS)
|
||||
continue;
|
||||
|
||||
if (polyobjsector->floorheight <= gr_frontsector->ceilingheight
|
||||
&& polyobjsector->floorheight >= gr_frontsector->floorheight
|
||||
&& (viewz < polyobjsector->floorheight))
|
||||
{
|
||||
if (po_ptrs[i]->translucency > 0)
|
||||
{
|
||||
FSurfaceInfo Surf;
|
||||
FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
|
||||
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, po_ptrs[i], polyobjsector->floorheight,
|
||||
polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
HWR_GetFlat(levelflats[polyobjsector->floorpic].lumpnum);
|
||||
HWR_RenderPolyObjectPlane(po_ptrs[i], polyobjsector->floorheight, PF_Occlude,
|
||||
polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
|
||||
polyobjsector, 255, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
if (polyobjsector->ceilingheight >= gr_frontsector->floorheight
|
||||
&& polyobjsector->ceilingheight <= gr_frontsector->ceilingheight
|
||||
&& (viewz > polyobjsector->ceilingheight))
|
||||
{
|
||||
if (po_ptrs[i]->translucency > 0)
|
||||
{
|
||||
FSurfaceInfo Surf;
|
||||
FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
|
||||
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, po_ptrs[i], polyobjsector->ceilingheight,
|
||||
polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
HWR_GetFlat(levelflats[polyobjsector->ceilingpic].lumpnum);
|
||||
HWR_RenderPolyObjectPlane(po_ptrs[i], polyobjsector->ceilingheight, PF_Occlude,
|
||||
polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
|
||||
polyobjsector, 255, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// -----------------+
|
||||
|
@ -2816,8 +3158,13 @@ static void HWR_Subsector(size_t num)
|
|||
// Draw polyobject lines.
|
||||
HWR_AddPolyObjectSegs();
|
||||
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
|
||||
{
|
||||
// Draw polyobject planes
|
||||
//HWR_AddPolyObjectPlanes();
|
||||
HWR_AddPolyObjectPlanes();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -3698,6 +4045,22 @@ typedef struct
|
|||
static size_t numplanes = 0; // a list of transparent floors to be drawn
|
||||
static planeinfo_t *planeinfo = NULL;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
polyobj_t *polysector;
|
||||
fixed_t fixedheight;
|
||||
INT32 lightlevel;
|
||||
lumpnum_t lumpnum;
|
||||
INT32 alpha;
|
||||
sector_t *FOFSector;
|
||||
FBITFIELD blend;
|
||||
extracolormap_t *planecolormap;
|
||||
INT32 drawcount;
|
||||
} polyplaneinfo_t;
|
||||
|
||||
static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn
|
||||
static polyplaneinfo_t *polyplaneinfo = NULL;
|
||||
|
||||
#ifndef SORTING
|
||||
size_t numfloors = 0;
|
||||
#else
|
||||
|
@ -3707,6 +4070,7 @@ size_t numfloors = 0;
|
|||
typedef struct gr_drawnode_s
|
||||
{
|
||||
planeinfo_t *plane;
|
||||
polyplaneinfo_t *polyplane;
|
||||
wallinfo_t *wall;
|
||||
gr_vissprite_t *sprite;
|
||||
|
||||
|
@ -3747,6 +4111,35 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub,
|
|||
numplanes++;
|
||||
}
|
||||
|
||||
// Adding this for now until I can create extrasubsector info for polyobjects
|
||||
// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
|
||||
void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector,
|
||||
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
|
||||
{
|
||||
static size_t allocedpolyplanes = 0;
|
||||
|
||||
// Force realloc if buffer has been freed
|
||||
if (!polyplaneinfo)
|
||||
allocedpolyplanes = 0;
|
||||
|
||||
if (allocedpolyplanes < numpolyplanes + 1)
|
||||
{
|
||||
allocedpolyplanes += MAX_TRANSPARENTFLOOR;
|
||||
Z_Realloc(polyplaneinfo, allocedpolyplanes * sizeof (*polyplaneinfo), PU_LEVEL, &polyplaneinfo);
|
||||
}
|
||||
|
||||
polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
|
||||
polyplaneinfo[numpolyplanes].lightlevel = lightlevel;
|
||||
polyplaneinfo[numpolyplanes].lumpnum = lumpnum;
|
||||
polyplaneinfo[numpolyplanes].polysector = polysector;
|
||||
polyplaneinfo[numpolyplanes].alpha = alpha;
|
||||
polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
|
||||
polyplaneinfo[numpolyplanes].blend = blend;
|
||||
polyplaneinfo[numpolyplanes].planecolormap = planecolormap;
|
||||
polyplaneinfo[numpolyplanes].drawcount = drawcount++;
|
||||
numpolyplanes++;
|
||||
}
|
||||
|
||||
//
|
||||
// HWR_CreateDrawNodes
|
||||
// Creates and sorts a list of drawnodes for the scene being rendered.
|
||||
|
@ -3759,12 +4152,13 @@ static void HWR_CreateDrawNodes(void)
|
|||
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
|
||||
// Hell yes! But sort algorithm must be modified to use a linked list.
|
||||
gr_drawnode_t *sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
|
||||
+ (sizeof(polyplaneinfo_t)*numpolyplanes)
|
||||
+ (sizeof(wallinfo_t)*numwalls)
|
||||
,PU_STATIC, NULL);
|
||||
// todo:
|
||||
// However, in reality we shouldn't be re-copying and shifting all this information
|
||||
// that is already lying around. This should all be in some sort of linked list or lists.
|
||||
size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numwalls), PU_STATIC, NULL);
|
||||
size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
|
||||
|
||||
// If true, swap the draw order.
|
||||
boolean shift = false;
|
||||
|
@ -3775,6 +4169,12 @@ static void HWR_CreateDrawNodes(void)
|
|||
sortindex[p] = p;
|
||||
}
|
||||
|
||||
for (i = 0; i < numpolyplanes; i++, p++)
|
||||
{
|
||||
sortnode[p].polyplane = &polyplaneinfo[i];
|
||||
sortindex[p] = p;
|
||||
}
|
||||
|
||||
for (i = 0; i < numwalls; i++, p++)
|
||||
{
|
||||
sortnode[p].wall = &wallinfo[i];
|
||||
|
@ -3810,6 +4210,12 @@ static void HWR_CreateDrawNodes(void)
|
|||
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
if (sortnode[sortindex[prev]].polyplane)
|
||||
{
|
||||
// Plane (i) is further away than polyplane (prev)
|
||||
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
else if (sortnode[sortindex[prev]].wall)
|
||||
{
|
||||
// Plane (i) is further than wall (prev)
|
||||
|
@ -3817,6 +4223,28 @@ static void HWR_CreateDrawNodes(void)
|
|||
shift = true;
|
||||
}
|
||||
}
|
||||
else if (sortnode[sortindex[i]].polyplane)
|
||||
{
|
||||
// What are we comparing it with?
|
||||
if (sortnode[sortindex[prev]].plane)
|
||||
{
|
||||
// Plane (i) is further away than plane (prev)
|
||||
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
if (sortnode[sortindex[prev]].polyplane)
|
||||
{
|
||||
// Plane (i) is further away than polyplane (prev)
|
||||
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
else if (sortnode[sortindex[prev]].wall)
|
||||
{
|
||||
// Plane (i) is further than wall (prev)
|
||||
if (sortnode[sortindex[i]].polyplane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
}
|
||||
else if (sortnode[sortindex[i]].wall)
|
||||
{
|
||||
// What are we comparing it with?
|
||||
|
@ -3826,6 +4254,12 @@ static void HWR_CreateDrawNodes(void)
|
|||
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].plane->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
if (sortnode[sortindex[prev]].polyplane)
|
||||
{
|
||||
// Wall (i) is further than polyplane(prev)
|
||||
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].polyplane->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
else if (sortnode[sortindex[prev]].wall)
|
||||
{
|
||||
// Wall (i) is further than wall (prev)
|
||||
|
@ -3862,6 +4296,16 @@ static void HWR_CreateDrawNodes(void)
|
|||
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
|
||||
sortnode[sortindex[i]].plane->lumpnum, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
|
||||
}
|
||||
else if (sortnode[sortindex[i]].polyplane)
|
||||
{
|
||||
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
|
||||
gr_frontsector = NULL;
|
||||
|
||||
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
|
||||
HWR_GetFlat(sortnode[sortindex[i]].polyplane->lumpnum);
|
||||
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
|
||||
sortnode[sortindex[i]].polyplane->lumpnum, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
|
||||
}
|
||||
else if (sortnode[sortindex[i]].wall)
|
||||
{
|
||||
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
|
||||
|
@ -3873,6 +4317,7 @@ static void HWR_CreateDrawNodes(void)
|
|||
|
||||
numwalls = 0;
|
||||
numplanes = 0;
|
||||
numpolyplanes = 0;
|
||||
|
||||
// No mem leaks, please.
|
||||
Z_Free(sortnode);
|
||||
|
@ -4349,7 +4794,7 @@ static void HWR_DrawSkyBackground(player_t *player)
|
|||
{
|
||||
FOutVector v[4];
|
||||
angle_t angle;
|
||||
float f;
|
||||
float dimensionmultiply;
|
||||
|
||||
// 3--2
|
||||
// | /|
|
||||
|
@ -4371,36 +4816,49 @@ static void HWR_DrawSkyBackground(player_t *player)
|
|||
|
||||
// X
|
||||
|
||||
if (textures[skytexture]->width > 256)
|
||||
angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0])
|
||||
/((float)textures[skytexture]->width/256.0f))
|
||||
%(ANGLE_90-1);
|
||||
else
|
||||
angle = (dup_viewangle + gr_xtoviewangle[0])%(ANGLE_90-1);
|
||||
// NOTE: This doesn't work right with texture widths greater than 1024
|
||||
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
|
||||
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
|
||||
|
||||
f = (float)((textures[skytexture]->width/2)
|
||||
* FIXED_TO_FLOAT(FINETANGENT((2048
|
||||
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
|
||||
angle = (dup_viewangle + gr_xtoviewangle[0]);
|
||||
|
||||
v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2);
|
||||
v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2);
|
||||
dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
|
||||
|
||||
v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||||
v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||||
|
||||
// Y
|
||||
angle = aimingangle;
|
||||
|
||||
if (textures[skytexture]->height > 256)
|
||||
angle = (angle_t)((float)(aimingangle)
|
||||
*(256.0f/(float)textures[skytexture]->height))
|
||||
%(ANGLE_90-1); // Just so that looking up and down scales right
|
||||
float aspectratio = (float)vid.width/(float)vid.height;
|
||||
dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio));
|
||||
float angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
|
||||
|
||||
// Middle of the sky should always be at angle 0
|
||||
// need to keep correct aspect ratio with X
|
||||
if (atransform.flip)
|
||||
{
|
||||
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
|
||||
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply));
|
||||
v[0].tow = v[1].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
|
||||
}
|
||||
else
|
||||
angle = (aimingangle);
|
||||
{
|
||||
v[3].tow = v[2].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
|
||||
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply));
|
||||
}
|
||||
|
||||
f = (float)((textures[skytexture]->height/2)
|
||||
* FIXED_TO_FLOAT(FINETANGENT((2048
|
||||
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
|
||||
|
||||
v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2);
|
||||
v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2);
|
||||
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
|
||||
{
|
||||
angle = InvAngle(angle);
|
||||
v[3].tow = v[2].tow += ((float) angle / angleturn);
|
||||
v[0].tow = v[1].tow += ((float) angle / angleturn);
|
||||
}
|
||||
else
|
||||
{
|
||||
v[3].tow = v[2].tow -= ((float) angle / angleturn);
|
||||
v[0].tow = v[1].tow -= ((float) angle / angleturn);
|
||||
}
|
||||
|
||||
HWD.pfnDrawPolygon(NULL, v, 4, 0);
|
||||
}
|
||||
|
@ -4649,7 +5107,7 @@ if (0)
|
|||
#endif
|
||||
|
||||
#ifdef SORTING
|
||||
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
{
|
||||
HWR_CreateDrawNodes();
|
||||
}
|
||||
|
@ -4879,12 +5337,12 @@ if (0)
|
|||
#endif
|
||||
|
||||
#ifdef SORTING
|
||||
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
{
|
||||
HWR_CreateDrawNodes();
|
||||
}
|
||||
#else
|
||||
if (numfloors || numwalls)
|
||||
if (numfloors || numpolyplanes || numwalls)
|
||||
{
|
||||
HWD.pfnSetTransform(&atransform);
|
||||
if (numfloors)
|
||||
|
@ -5413,7 +5871,7 @@ void HWR_StartScreenWipe(void)
|
|||
|
||||
void HWR_EndScreenWipe(void)
|
||||
{
|
||||
HWRWipeCounter = 1.0f;
|
||||
HWRWipeCounter = 0.0f;
|
||||
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
|
||||
HWD.pfnEndScreenWipe();
|
||||
}
|
||||
|
@ -5423,17 +5881,38 @@ void HWR_DrawIntermissionBG(void)
|
|||
HWD.pfnDrawIntermissionBG();
|
||||
}
|
||||
|
||||
void HWR_DoScreenWipe(void)
|
||||
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
|
||||
{
|
||||
//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
|
||||
static char lumpname[9] = "FADEmmss";
|
||||
lumpnum_t lumpnum;
|
||||
size_t lsize;
|
||||
|
||||
HWD.pfnDoScreenWipe(HWRWipeCounter);
|
||||
if (wipenum > 99 || scrnnum > 99) // not a valid wipe number
|
||||
return; // shouldn't end up here really, the loop should've stopped running beforehand
|
||||
|
||||
// This works for all the cases in vanilla until fade masks get done
|
||||
HWRWipeCounter -= 0.05f; // Go less opaque after
|
||||
// puts the numbers into the lumpname
|
||||
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipenum, (UINT16)scrnnum);
|
||||
lumpnum = W_CheckNumForName(lumpname);
|
||||
|
||||
if (HWRWipeCounter < 0)
|
||||
HWRWipeCounter = 0;
|
||||
if (lumpnum == LUMPERROR) // again, shouldn't be here really
|
||||
return;
|
||||
|
||||
lsize = W_LumpLength(lumpnum);
|
||||
|
||||
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
|
||||
{
|
||||
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
|
||||
return; // again, shouldn't get here if it is a bad size
|
||||
}
|
||||
|
||||
HWR_GetFadeMask(lumpnum);
|
||||
|
||||
HWD.pfnDoScreenWipe(HWRWipeCounter); // Still send in wipecounter since old stuff might not support multitexturing
|
||||
|
||||
HWRWipeCounter += 0.05f; // increase opacity of end screen
|
||||
|
||||
if (HWRWipeCounter > 1.0f)
|
||||
HWRWipeCounter = 1.0f;
|
||||
}
|
||||
|
||||
#endif // HWRENDER
|
||||
|
|
|
@ -63,8 +63,8 @@ INT32 HWR_GetTextureUsed(void);
|
|||
void HWR_DoPostProcessor(player_t *player);
|
||||
void HWR_StartScreenWipe(void);
|
||||
void HWR_EndScreenWipe(void);
|
||||
void HWR_DoScreenWipe(void);
|
||||
void HWR_DrawIntermissionBG(void);
|
||||
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum);
|
||||
|
||||
// This stuff is put here so MD2's can use them
|
||||
UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane);
|
||||
|
|
|
@ -1230,7 +1230,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
else
|
||||
p.z = FIXED_TO_FLOAT(spr->mobj->z);
|
||||
|
||||
if (spr->mobj->skin)
|
||||
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||||
sprdef = &((skin_t *)spr->mobj->skin)->spritedef;
|
||||
else
|
||||
sprdef = &sprites[spr->mobj->sprite];
|
||||
|
|
|
@ -366,6 +366,10 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode)
|
|||
else
|
||||
maximumAnisotropy = 0;
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
SetupGLFunc13();
|
||||
#endif
|
||||
|
||||
|
||||
screen_depth = (GLbyte)(lvid->bpp*8);
|
||||
if (screen_depth > 16)
|
||||
|
|
|
@ -157,6 +157,10 @@ float byteasfloat(UINT8 fbyte)
|
|||
|
||||
static I_Error_t I_Error_GL = NULL;
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
static boolean gl13 = false; // whether we can use opengl 1.3 functions
|
||||
#endif
|
||||
|
||||
|
||||
// -----------------+
|
||||
// DBG_Printf : Output error messages to debug log if DEBUG_TO_FILE is defined,
|
||||
|
@ -263,6 +267,11 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
|
|||
/* GLU functions */
|
||||
#define pgluBuild2DMipmaps gluBuild2DMipmaps
|
||||
#endif
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
/* 1.3 functions for multitexturing */
|
||||
#define pglActiveTexture, glActiveTexture;
|
||||
#define pglMultiTexCoord2f, glMultiTexCoord2f;
|
||||
#endif
|
||||
#else //!STATIC_OPENGL
|
||||
|
||||
/* 1.0 functions */
|
||||
|
@ -387,6 +396,14 @@ static PFNglCopyTexImage2D pglCopyTexImage2D;
|
|||
/* GLU functions */
|
||||
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
|
||||
static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
/* 1.3 functions for multitexturing */
|
||||
typedef void (APIENTRY *PFNGLACTIVETEXTUREPROC) (GLenum);
|
||||
static PFNGLACTIVETEXTUREPROC pglActiveTexture;
|
||||
typedef void (APIENTRY *PFNGLMULTITEXCOORD2FPROC) (GLenum, GLfloat, GLfloat);
|
||||
static PFNGLMULTITEXCOORD2FPROC pglMultiTexCoord2f;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
|
@ -402,6 +419,14 @@ static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
|
|||
#define GL_TEXTURE_MAX_LOD 0x813B
|
||||
#endif
|
||||
|
||||
/* 1.3 GL_TEXTUREi */
|
||||
#ifndef GL_TEXTURE0
|
||||
#define GL_TEXTURE0 0x84C0
|
||||
#endif
|
||||
#ifndef GL_TEXTURE1
|
||||
#define GL_TEXTURE1 0x84C1
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MINI_GL_COMPATIBILITY
|
||||
|
@ -492,6 +517,39 @@ boolean SetupGLfunc(void)
|
|||
return true;
|
||||
}
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
// This has to be done after the context is created so the version number can be obtained
|
||||
boolean SetupGLFunc13(void)
|
||||
{
|
||||
#ifndef STATIC_OPENGL
|
||||
#define GETOPENGLFUNC(func, proc) \
|
||||
func = GetGLFunc(#proc); \
|
||||
if (!func) \
|
||||
{ \
|
||||
DBG_Printf("failed to get OpenGL function: %s", #proc); \
|
||||
} \
|
||||
|
||||
const char *glversion = (const char *)pglGetString(GL_VERSION);
|
||||
UINT32 majorversion = 0, minorversion = 0;
|
||||
|
||||
if (glversion != NULL && sscanf(glversion, "%u.%u", &majorversion, &minorversion) == 2) // There is a version number I can identify
|
||||
{
|
||||
if (majorversion > 1 || (majorversion == 1 && minorversion >= 3)) // Version of OpenGL is equal to or greater than 1.3
|
||||
{
|
||||
// Get the functions
|
||||
GETOPENGLFUNC(pglActiveTexture , glActiveTexture)
|
||||
GETOPENGLFUNC(pglMultiTexCoord2f , glMultiTexCoord2f)
|
||||
|
||||
gl13 = true; // This is now true, so the new fade mask stuff can be done, if OpenGL version is less than 1.3, it still uses the old fade stuff.
|
||||
}
|
||||
}
|
||||
#undef GETOPENGLFUNC
|
||||
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
// -----------------+
|
||||
// SetNoTexture : Disable texture
|
||||
// -----------------+
|
||||
|
@ -1234,6 +1292,23 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8) // Used for fade masks
|
||||
{
|
||||
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
|
||||
INT32 i, j;
|
||||
|
||||
for (j = 0; j < h; j++)
|
||||
{
|
||||
for (i = 0; i < w; i++)
|
||||
{
|
||||
tex[w*j+i] = (pImgData>>4)<<12;
|
||||
tex[w*j+i] |= (255>>4)<<8;
|
||||
tex[w*j+i] |= (255>>4)<<4;
|
||||
tex[w*j+i] |= (255>>4);
|
||||
pImgData++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
|
||||
#else
|
||||
|
@ -1299,6 +1374,23 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8) // Used for fade masks
|
||||
{
|
||||
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
|
||||
INT32 i, j;
|
||||
|
||||
for (j = 0; j < h; j++)
|
||||
{
|
||||
for (i = 0; i < w; i++)
|
||||
{
|
||||
tex[w*j+i].s.red = 255; // 255 because the fade mask is modulated with the screen texture, so alpha affects it while the colours don't
|
||||
tex[w*j+i].s.green = 255;
|
||||
tex[w*j+i].s.blue = 255;
|
||||
tex[w*j+i].s.alpha = *pImgData;
|
||||
pImgData++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
|
||||
#endif
|
||||
|
@ -2109,6 +2201,10 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
INT32 texsize = 2048;
|
||||
float xfix, yfix;
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
INT32 fademaskdownloaded = tex_downloaded; // the fade mask that has been set
|
||||
#endif
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
|
@ -2122,8 +2218,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
|
||||
SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
|
||||
|
||||
// Draw the screen on bottom to fade to
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
// Draw the original screen
|
||||
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
|
||||
pglBegin(GL_QUADS);
|
||||
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
|
@ -2142,12 +2238,56 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
// Bottom right
|
||||
pglTexCoord2f(xfix, 0.0f);
|
||||
pglVertex3f(1.0f, -1.0f, 1.0f);
|
||||
|
||||
pglEnd();
|
||||
|
||||
SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
|
||||
|
||||
// Draw the screen on top that fades.
|
||||
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
if (gl13)
|
||||
{
|
||||
// Draw the end screen that fades in
|
||||
pglActiveTexture(GL_TEXTURE0);
|
||||
pglEnable(GL_TEXTURE_2D);
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
|
||||
pglActiveTexture(GL_TEXTURE1);
|
||||
pglEnable(GL_TEXTURE_2D);
|
||||
pglBindTexture(GL_TEXTURE_2D, fademaskdownloaded);
|
||||
|
||||
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
pglBegin(GL_QUADS);
|
||||
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Bottom left
|
||||
pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
|
||||
pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f);
|
||||
pglVertex3f(-1.0f, -1.0f, 1.0f);
|
||||
|
||||
// Top left
|
||||
pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, yfix);
|
||||
pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1.0f);
|
||||
pglVertex3f(-1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Top right
|
||||
pglMultiTexCoord2f(GL_TEXTURE0, xfix, yfix);
|
||||
pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 1.0f);
|
||||
pglVertex3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Bottom right
|
||||
pglMultiTexCoord2f(GL_TEXTURE0, xfix, 0.0f);
|
||||
pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 0.0f);
|
||||
pglVertex3f(1.0f, -1.0f, 1.0f);
|
||||
pglEnd();
|
||||
|
||||
pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
|
||||
pglActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
else
|
||||
{
|
||||
#endif
|
||||
// Draw the end screen that fades in
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
pglBegin(GL_QUADS);
|
||||
pglColor4f(1.0f, 1.0f, 1.0f, alpha);
|
||||
|
||||
|
@ -2166,8 +2306,10 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
// Bottom right
|
||||
pglTexCoord2f(xfix, 0.0f);
|
||||
pglVertex3f(1.0f, -1.0f, 1.0f);
|
||||
|
||||
pglEnd();
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
}
|
||||
#endif
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
}
|
||||
|
|
|
@ -35,6 +35,13 @@
|
|||
#else
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
#ifdef STATIC_OPENGL // Because of the 1.3 functions, you'll need GLext to compile it if static
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/glext.h>
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define _CREATE_DLL_ // necessary for Unix AND Windows
|
||||
|
@ -66,6 +73,7 @@
|
|||
boolean LoadGL(void);
|
||||
void *GetGLFunc(const char *proc);
|
||||
boolean SetupGLfunc(void);
|
||||
boolean SetupGLFunc13(void);
|
||||
void Flush(void);
|
||||
INT32 isExtAvailable(const char *extension, const GLubyte *start);
|
||||
boolean SetupPixelFormat(INT32 WantColorBits, INT32 WantStencilBits, INT32 WantDepthBits);
|
||||
|
|
Loading…
Reference in a new issue