Merge branch 'master' into sdl2

This commit is contained in:
Alam Ed Arias 2014-04-06 18:38:04 -04:00
commit ea2e1a1144
7 changed files with 34 additions and 37 deletions

View file

@ -268,10 +268,6 @@ static void D_Display(void)
&& wipedefs[wipedefindex] != UINT8_MAX) && wipedefs[wipedefindex] != UINT8_MAX)
{ {
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#ifdef HWRENDER
if(rendermode != render_soft)
HWR_PrepFadeToBlack();
#endif
F_WipeEndScreen(); F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
} }

View file

@ -288,8 +288,7 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
if (drawMenu) if (drawMenu)
M_Drawer(); // menu is drawn even on top of wipes M_Drawer(); // menu is drawn even on top of wipes
if (rendermode == render_soft) I_FinishUpdate(); // page flip or blit buffer
I_FinishUpdate(); // page flip or blit buffer
if (moviemode) if (moviemode)
M_SaveFrame(); M_SaveFrame();

View file

@ -1420,6 +1420,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
texturevpegtop += gr_sidedef->rowoffset; texturevpegtop += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegtop %= SHORT(textures[texturetranslation[gr_sidedef->toptexture]]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY; wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY; wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
@ -1459,6 +1462,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
texturevpegbottom += gr_sidedef->rowoffset; texturevpegbottom += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegbottom %= SHORT(textures[texturetranslation[gr_sidedef->bottomtexture]]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY; wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY; wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
@ -1648,12 +1654,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
break; break;
} }
if (grTex->mipmap.flags & TF_TRANSPARENT) if (grTex->mipmap.flags & TF_TRANSPARENT)
blendmode = PF_Environment; blendmode = PF_Translucent;
if (gr_frontsector->numlights) if (gr_frontsector->numlights)
{ {
if (!(blendmode & PF_Masked)) if (!(blendmode & PF_Masked))
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT); HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT);
else else
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
} }
@ -4629,7 +4635,8 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
ClearColor.blue = 0.0f; ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f; ClearColor.alpha = 1.0f;
HWD.pfnClearBuffer(true, false, &ClearColor); // 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
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
@ -5340,24 +5347,6 @@ void HWR_EndScreenWipe(void)
HWD.pfnEndScreenWipe(); HWD.pfnEndScreenWipe();
} }
// Prepare the screen for fading to black.
void HWR_PrepFadeToBlack(void)
{
FOutVector v[4];
INT32 flags;
FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -1.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 1.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
flags = PF_Modulated | PF_Clip | PF_NoZClip | PF_NoDepthTest | PF_NoTexture;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x00;
Surf.FlatColor.s.alpha = 0xff;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
void HWR_DrawIntermissionBG(void) void HWR_DrawIntermissionBG(void)
{ {
HWD.pfnDrawIntermissionBG(); HWD.pfnDrawIntermissionBG();
@ -5365,14 +5354,15 @@ void HWR_DrawIntermissionBG(void)
void HWR_DoScreenWipe(void) void HWR_DoScreenWipe(void)
{ {
HWRWipeCounter -= 0.035f;
//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter); //CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
HWD.pfnDoScreenWipe(HWRWipeCounter); HWD.pfnDoScreenWipe(HWRWipeCounter);
I_OsPolling(); // This works for all the cases in vanilla until fade masks get done
I_FinishUpdate(); HWRWipeCounter -= 0.05f; // Go less opaque after
if (HWRWipeCounter < 0)
HWRWipeCounter = 0;
} }
#endif // HWRENDER #endif // HWRENDER

View file

@ -64,7 +64,6 @@ void HWR_DoPostProcessor(player_t *player);
void HWR_StartScreenWipe(void); void HWR_StartScreenWipe(void);
void HWR_EndScreenWipe(void); void HWR_EndScreenWipe(void);
void HWR_DoScreenWipe(void); void HWR_DoScreenWipe(void);
void HWR_PrepFadeToBlack(void);
void HWR_DrawIntermissionBG(void); void HWR_DrawIntermissionBG(void);
// This stuff is put here so MD2's can use them // This stuff is put here so MD2's can use them

View file

@ -1179,6 +1179,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded) if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
md2_loadTexture(md2); md2_loadTexture(md2);
gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
{ {
// This is safe, since we know the texture has been downloaded // This is safe, since we know the texture has been downloaded

View file

@ -2016,6 +2016,8 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
#ifndef KOS_GL_COMPATIBILITY #ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0); pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif #endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
} }
// Create Screen to fade to // Create Screen to fade to
@ -2043,6 +2045,8 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
#ifndef KOS_GL_COMPATIBILITY #ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0); pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif #endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
} }
@ -2060,7 +2064,7 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
xfix = 1/((float)(texsize)/((float)((screen_width)))); xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height)))); yfix = 1/((float)(texsize)/((float)((screen_height))));
//pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
pglBindTexture(GL_TEXTURE_2D, screentexture); pglBindTexture(GL_TEXTURE_2D, screentexture);
pglBegin(GL_QUADS); pglBegin(GL_QUADS);
@ -2083,6 +2087,8 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
pglVertex3f(1.0f, -1.0f, 1.0f); pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd(); pglEnd();
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
} }
// Do screen fades! // Do screen fades!
@ -2102,6 +2108,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on bottom to fade to // Draw the screen on bottom to fade to
pglBindTexture(GL_TEXTURE_2D, endScreenWipe); pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
pglBegin(GL_QUADS); pglBegin(GL_QUADS);
@ -2124,6 +2132,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglVertex3f(1.0f, -1.0f, 1.0f); pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd(); pglEnd();
SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on top that fades. // Draw the screen on top that fades.
pglBindTexture(GL_TEXTURE_2D, startScreenWipe); pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
pglBegin(GL_QUADS); pglBegin(GL_QUADS);
@ -2146,6 +2156,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglVertex3f(1.0f, -1.0f, 1.0f); pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd(); pglEnd();
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
} }
@ -2174,6 +2186,8 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
#ifndef KOS_GL_COMPATIBILITY #ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0); pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif #endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
} }
#endif //HWRENDER #endif //HWRENDER

View file

@ -2435,10 +2435,7 @@ noscript:
{ {
F_WipeStartScreen(); F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#ifdef HWRENDER
if(rendermode != render_soft)
HWR_PrepFadeToBlack();
#endif
F_WipeEndScreen(); F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_level_toblack], false); F_RunWipe(wipedefs[wipe_level_toblack], false);