diff --git a/debian-template/source/options b/debian-template/source/options index 9532ff20..7829e297 100644 --- a/debian-template/source/options +++ b/debian-template/source/options @@ -2,7 +2,10 @@ tar-ignore = "assets/*.srb" tar-ignore = "assets/*.pk3" tar-ignore = "assets/*.dta" tar-ignore = "assets/*.wad" +<<<<<<< HEAD:debian-template/source/options tar-ignore = "assets/*.kart" +======= +>>>>>>> e251f9c230beda984cdcdea7e903d765f1c68f6f:debian-template/source/options tar-ignore = "assets/debian/${PACKAGE_NAME}-data/*" tar-ignore = "assets/debian/tmp/*" tar-ignore = "*.obj" diff --git a/libs/libgme.props b/libs/libgme.props new file mode 100644 index 00000000..209f6b9a --- /dev/null +++ b/libs/libgme.props @@ -0,0 +1,16 @@ + + + + + + $(SolutionDir)libs\gme\include;$(IncludePath) + $(SolutionDir)libs\gme\win32;$(LibraryPath) + $(SolutionDir)libs\gme\win64;$(LibraryPath) + + + + libgme.dll.a;%(AdditionalDependencies) + + + + \ No newline at end of file diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 2f97c173..db071e48 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -414,7 +414,6 @@ if(${SRB2_CONFIG_HWRENDER}) ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_defs.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_dll.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_drv.h - ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_glide.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_glob.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_light.h ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.h diff --git a/src/Makefile b/src/Makefile index 214c2bf7..400a06e7 100644 --- a/src/Makefile +++ b/src/Makefile @@ -741,8 +741,8 @@ ifdef SDL ifdef MINGW $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ - command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \ - hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h @@ -750,8 +750,8 @@ $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h else $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ - command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \ - hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h @@ -904,8 +904,8 @@ ifndef SDL ifndef NOHW $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ - command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \ - hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h @@ -913,8 +913,8 @@ $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h $(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ - command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \ - hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h @@ -922,8 +922,8 @@ $(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \ $(OBJDIR)/r_minigl.o: hardware/r_minigl/r_minigl.c hardware/r_opengl/r_opengl.h \ doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \ - command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \ - hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ + command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \ + hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \ hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \ am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \ p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h diff --git a/src/command.c b/src/command.c index 3eebe32d..9f326f79 100644 --- a/src/command.c +++ b/src/command.c @@ -532,7 +532,6 @@ static void COM_ExecuteString(char *ptext) { if (!stricmp(com_argv[0], cmd->name)) //case insensitive now that we have lower and uppercase! { - recursion = 0; cmd->function(); return; } @@ -544,7 +543,7 @@ static void COM_ExecuteString(char *ptext) if (!stricmp(com_argv[0], a->name)) { if (recursion > MAX_ALIAS_RECURSION) - { + { CONS_Alert(CONS_WARNING, M_GetText("Alias recursion cycle detected!\n")); recursion = 0; } @@ -586,8 +585,6 @@ static void COM_ExecuteString(char *ptext) } } - recursion = 0; - // check cvars // Hurdler: added at Ebola's request ;) // (don't flood the console in software mode with bad gr_xxx command) diff --git a/src/d_main.c b/src/d_main.c index 467976c1..efa8a788 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -180,6 +180,7 @@ void D_PostEvent_end(void) {}; #endif // modifier keys +// Now handled in I_OsPolling UINT8 shiftdown = 0; // 0x1 left, 0x2 right UINT8 ctrldown = 0; // 0x1 left, 0x2 right UINT8 altdown = 0; // 0x1 left, 0x2 right @@ -226,9 +227,6 @@ void D_ProcessEvents(void) { ev = &events[eventtail]; - // Set global shift/ctrl/alt down variables - D_ModifierKeyResponder(ev); // never eats events - // Screenshots over everything so that they can be taken anywhere. if (M_ScreenshotResponder(ev)) continue; // ate the event @@ -1301,6 +1299,15 @@ void D_SRB2Main(void) CONS_Printf("I_StartupGraphics()...\n"); I_StartupGraphics(); +#ifdef HWRENDER + if (rendermode == render_opengl) + { + INT32 i; + for (i = 0; i < numwadfiles; i++) + HWR_LoadShaders(i, (wadfiles[i]->type == RET_PK3)); + } +#endif + //--------------------------------------------------------- CONSOLE // setup loading screen SCR_Startup(); diff --git a/src/dehacked.c b/src/dehacked.c index b311a860..b17236c5 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -42,10 +42,6 @@ #include "r_draw.h" // translation colormap consts (for lua) #endif -#ifdef HWRENDER -#include "hardware/hw_light.h" -#endif - #ifdef PC_DOS #include // for snprintf //int snprintf(char *str, size_t n, const char *fmt, ...); @@ -335,21 +331,6 @@ static INT32 searchvalue(const char *s) } } -#ifdef HWRENDER -static float searchfvalue(const char *s) -{ - while (s[0] != '=' && s[0]) - s++; - if (s[0] == '=') - return (float)atof(&s[1]); - else - { - deh_warning("No value found"); - return 0; - } -} -#endif - // These are for clearing all of various things static void clear_conditionsets(void) { @@ -854,128 +835,6 @@ static void readthing(MYFILE *f, INT32 num) Z_Free(s); } -#ifdef HWRENDER -static void readlight(MYFILE *f, INT32 num) -{ - char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL); - char *word; - char *tmp; - INT32 value; - float fvalue; - - do - { - if (myfgets(s, MAXLINELEN, f)) - { - if (s[0] == '\n') - break; - - tmp = strchr(s, '#'); - if (tmp) - *tmp = '\0'; - if (s == tmp) - continue; // Skip comment lines, but don't break. - - fvalue = searchfvalue(s); - value = searchvalue(s); - - word = strtok(s, " "); - if (word) - strupr(word); - else - break; - - if (fastcmp(word, "TYPE")) - { - DEH_WriteUndoline(word, va("%d", lspr[num].type), UNDO_NONE); - lspr[num].type = (UINT16)value; - } - else if (fastcmp(word, "OFFSETX")) - { - DEH_WriteUndoline(word, va("%f", lspr[num].light_xoffset), UNDO_NONE); - lspr[num].light_xoffset = fvalue; - } - else if (fastcmp(word, "OFFSETY")) - { - DEH_WriteUndoline(word, va("%f", lspr[num].light_yoffset), UNDO_NONE); - lspr[num].light_yoffset = fvalue; - } - else if (fastcmp(word, "CORONACOLOR")) - { - DEH_WriteUndoline(word, va("%u", lspr[num].corona_color), UNDO_NONE); - lspr[num].corona_color = value; - } - else if (fastcmp(word, "CORONARADIUS")) - { - DEH_WriteUndoline(word, va("%f", lspr[num].corona_radius), UNDO_NONE); - lspr[num].corona_radius = fvalue; - } - else if (fastcmp(word, "DYNAMICCOLOR")) - { - DEH_WriteUndoline(word, va("%u", lspr[num].dynamic_color), UNDO_NONE); - lspr[num].dynamic_color = value; - } - else if (fastcmp(word, "DYNAMICRADIUS")) - { - DEH_WriteUndoline(word, va("%f", lspr[num].dynamic_radius), UNDO_NONE); - lspr[num].dynamic_radius = fvalue; - - /// \note Update the sqrradius! unnecessary? - lspr[num].dynamic_sqrradius = fvalue * fvalue; - } - else - deh_warning("Light %d: unknown word '%s'", num, word); - } - } while (!myfeof(f)); // finish when the line is empty - - Z_Free(s); -} - -static void readspritelight(MYFILE *f, INT32 num) -{ - char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL); - char *word; - char *tmp; - INT32 value; - - do - { - if (myfgets(s, MAXLINELEN, f)) - { - if (s[0] == '\n') - break; - - tmp = strchr(s, '#'); - if (tmp) - *tmp = '\0'; - if (s == tmp) - continue; // Skip comment lines, but don't break. - - value = searchvalue(s); - - word = strtok(s, " "); - if (word) - strupr(word); - else - break; - - if (fastcmp(word, "LIGHTTYPE")) - { - INT32 oldvar; - for (oldvar = 0; t_lspr[num] != &lspr[oldvar]; oldvar++) - ; - DEH_WriteUndoline(word, va("%d", oldvar), UNDO_NONE); - t_lspr[num] = &lspr[value]; - } - else - deh_warning("Sprite %d: unknown word '%s'", num, word); - } - } while (!myfeof(f)); // finish when the line is empty - - Z_Free(s); -} -#endif // HWRENDER - static const struct { const char *name; const UINT16 flag; @@ -3513,37 +3372,6 @@ static void DEH_LoadDehackedFile(MYFILE *f, UINT16 wad) readAnimTex(f, i); // This is not a major mod. }*/ - else if (fastcmp(word, "LIGHT")) - { -#ifdef HWRENDER - // TODO: Read lights by name - if (i > 0 && i < NUMLIGHTS) - readlight(f, i); - else - { - deh_warning("Light number %d out of range (1 - %d)", i, NUMLIGHTS-1); - ignorelines(f); - } - DEH_WriteUndoline(word, word2, UNDO_HEADER); - // This is not a major mod. -#endif - } - else if (fastcmp(word, "SPRITE")) - { -#ifdef HWRENDER - if (i == 0 && word2[0] != '0') // If word2 isn't a number - i = get_sprite(word2); // find a sprite by name - if (i < NUMSPRITES && i >= 0) - readspritelight(f, i); - else - { - deh_warning("Sprite number %d out of range (0 - %d)", i, NUMSPRITES-1); - ignorelines(f); - } - DEH_WriteUndoline(word, word2, UNDO_HEADER); - // This is not a major mod. -#endif - } else if (fastcmp(word, "LEVEL")) { // Support using the actual map name, @@ -7391,7 +7219,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s // Castle Eggman Scenery "MT_CHAIN", // CEZ Chain - "MT_FLAME", // Flame (has corona) + "MT_FLAME", // Flame "MT_EGGSTATUE", // Eggman Statue "MT_MACEPOINT", // Mace rotation point "MT_SWINGMACEPOINT", // Mace swinging point diff --git a/src/doomdef.h b/src/doomdef.h index 4ab40853..85ac2ac7 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -545,6 +545,9 @@ extern INT32 cv_debug; extern UINT8 shiftdown, ctrldown, altdown; extern boolean capslock; +// WARNING: a should be unsigned but to add with 2048, it isn't! +#define AIMINGTODY(a) (FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160) + // if we ever make our alloc stuff... #define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL) @@ -630,11 +633,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch; /// Most modifications should probably enable this. //#define SAVEGAME_OTHERVERSIONS -#if !defined (_NDS) && !defined (_PSP) -/// Shuffle's incomplete OpenGL sorting code. -#define SHUFFLE // This has nothing to do with sorting, why was it disabled? -#endif - #if !defined (_NDS) && !defined (_PSP) /// Allow the use of the SOC RESETINFO command. /// \note Builds that are tight on memory should disable this. @@ -671,6 +669,10 @@ extern const char *compdate, *comptime, *comprevision, *compbranch; /// on the bright side it fixes some weird issues with translucent walls /// \note SRB2CB port. /// SRB2CB itself ported this from PrBoom+ -#define NEWCLIP +//#define NEWCLIP + +// GL4 +#define GL_SHADERS +//#define GL_PORTALS #endif // __DOOMDEF__ diff --git a/src/hardware/hw_bsp.c b/src/hardware/hw_bsp.c index 9e454bcd..da802aaf 100644 --- a/src/hardware/hw_bsp.c +++ b/src/hardware/hw_bsp.c @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief convert SRB2 map @@ -19,6 +14,7 @@ #include "../doomdef.h" #include "../doomstat.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" #include "../r_local.h" #include "../z_zone.h" @@ -60,77 +56,12 @@ static INT32 totalsubsecpolys = 0; // -------------------------------------------------------------------------- // Polygon fast alloc / free // -------------------------------------------------------------------------- -//hurdler: quick fix for those who wants to play with larger wad - -#define ZPLANALLOC -#ifndef ZPLANALLOC -//#define POLYPOOLSIZE 1024000 // may be much over what is needed -/// \todo check out how much is used -static size_t POLYPOOLSIZE = 1024000; - -static UINT8 *gr_polypool = NULL; -static UINT8 *gr_ppcurrent; -static size_t gr_ppfree; -#endif - -// only between levels, clear poly pool -static void HWR_ClearPolys(void) -{ -#ifndef ZPLANALLOC - gr_ppcurrent = gr_polypool; - gr_ppfree = POLYPOOLSIZE; -#endif -} - -// allocate pool for fast alloc of polys -void HWR_InitPolyPool(void) -{ -#ifndef ZPLANALLOC - INT32 pnum; - - //hurdler: quick fix for those who wants to play with larger wad - if ((pnum = M_CheckParm("-polypoolsize"))) - POLYPOOLSIZE = atoi(myargv[pnum+1])*1024; // (in kb) - - CONS_Debug(DBG_RENDER, "HWR_InitPolyPool(): allocating %d bytes\n", POLYPOOLSIZE); - gr_polypool = malloc(POLYPOOLSIZE); - if (!gr_polypool) - I_Error("HWR_InitPolyPool(): couldn't malloc polypool\n"); - HWR_ClearPolys(); -#endif -} - -void HWR_FreePolyPool(void) -{ -#ifndef ZPLANALLOC - if (gr_polypool) - free(gr_polypool); - gr_polypool = NULL; -#endif -} static poly_t *HWR_AllocPoly(INT32 numpts) { poly_t *p; size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * numpts; -#ifdef ZPLANALLOC p = Z_Malloc(size, PU_HWRPLANE, NULL); -#else -#ifdef PARANOIA - if (!gr_polypool) - I_Error("Used gr_polypool without init!\n"); - if (!gr_ppcurrent) - I_Error("gr_ppcurrent == NULL!\n"); -#endif - - if (gr_ppfree < size) - I_Error("HWR_AllocPoly(): no more memory %u bytes left, %u bytes needed\n\n%s\n", - gr_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)"); - - p = (poly_t *)gr_ppcurrent; - gr_ppcurrent += size; - gr_ppfree -= size; -#endif p->numpts = numpts; return p; } @@ -139,17 +70,7 @@ static polyvertex_t *HWR_AllocVertex(void) { polyvertex_t *p; size_t size = sizeof (polyvertex_t); -#ifdef ZPLANALLOC p = Z_Malloc(size, PU_HWRPLANE, NULL); -#else - if (gr_ppfree < size) - I_Error("HWR_AllocVertex(): no more memory %u bytes left, %u bytes needed\n\n%s\n", - gr_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)"); - - p = (polyvertex_t *)gr_ppcurrent; - gr_ppcurrent += size; - gr_ppfree -= size; -#endif return p; } @@ -157,16 +78,9 @@ static polyvertex_t *HWR_AllocVertex(void) /// for now don't free because it doesn't free in reverse order static void HWR_FreePoly(poly_t *poly) { -#ifdef ZPLANALLOC Z_Free(poly); -#else - const size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * poly->numpts; - memset(poly, 0x00, size); - //mempoly -= polysize; -#endif } - // Return interception along bsp line, // with the polygon segment // @@ -577,8 +491,8 @@ static inline void SearchDivline(node_t *bsp, fdivline_t *divline) divline->dy = FIXED_TO_FLOAT(bsp->dy); } -#ifdef HWR_LOADING_SCREEN //Hurdler: implement a loading status +#ifdef HWR_LOADING_SCREEN static size_t ls_count = 0; static UINT8 ls_percent = 0; @@ -836,8 +750,6 @@ static INT32 SolveTProblem(void) return 0; CONS_Debug(DBG_RENDER, "Solving T-joins. This may take a while. Please wait...\n"); - CON_Drawer(); //let the user know what we are doing - I_FinishUpdate(); // page flip or blit buffer numsplitpoly = 0; @@ -964,11 +876,9 @@ void HWR_CreatePlanePolygons(INT32 bspnum) CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n"); #ifdef HWR_LOADING_SCREEN ls_count = ls_percent = 0; // reset the loading status -#endif CON_Drawer(); //let the user know what we are doing I_FinishUpdate(); // page flip or blit buffer - - HWR_ClearPolys(); +#endif // find min/max boundaries of map //CONS_Debug(DBG_RENDER, "Looking for boundaries of map...\n"); diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c index d49531bd..e7f61c7d 100644 --- a/src/hardware/hw_cache.c +++ b/src/hardware/hw_cache.c @@ -1,18 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief load and convert graphics to the hardware format @@ -20,6 +14,7 @@ #include "../doomdef.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" #include "hw_drv.h" @@ -31,10 +26,6 @@ #include "../v_video.h" #include "../r_draw.h" -//Hurdler: 25/04/2000: used for new colormap code in hardware mode -//static UINT8 *gr_colormap = NULL; // by default it must be NULL ! (because colormap tables are not initialized) -boolean firetranslucent = false; - // Values set after a call to HWR_ResizeBlock() static INT32 blocksize, blockwidth, blockheight; @@ -139,11 +130,7 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap, count--; texel = source[yfrac>>FRACBITS]; - - if (firetranslucent && (transtables[(texel<<8)+0x40000]!=texel)) - alpha = 0x80; - else - alpha = 0xff; + alpha = 0xff; //Hurdler: not perfect, but better than holes if (texel == HWR_PATCHES_CHROMAKEY_COLORINDEX && (mipmap->flags & TF_CHROMAKEYED)) @@ -181,16 +168,16 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap, } -// resize the patch to be 3dfx compliant +// resize the patch // set : blocksize = blockwidth * blockheight (no bpp used) // blockwidth // blockheight //note : 8bit (1 byte per pixel) palettized format static void HWR_ResizeBlock(INT32 originalwidth, INT32 originalheight, - GrTexInfo *grInfo) + GLTexInfo *grInfo) { // Build the full textures from patches. - static const GrLOD_t gr_lods[9] = + static const GLlod_t gr_lods[9] = { GR_LOD_LOG2_256, GR_LOD_LOG2_128, @@ -205,7 +192,7 @@ static void HWR_ResizeBlock(INT32 originalwidth, INT32 originalheight, typedef struct { - GrAspectRatio_t aspect; + GLAspectRatio_t aspect; float max_s; float max_t; } booring_aspect_t; @@ -226,41 +213,21 @@ static void HWR_ResizeBlock(INT32 originalwidth, INT32 originalheight, INT32 j,k; INT32 max,min; - // find a power of 2 width/height - if (cv_grrounddown.value) - { - blockwidth = 256; - while (originalwidth < blockwidth) - blockwidth >>= 1; - if (blockwidth < 1) - I_Error("3D GenerateTexture : too small"); + // size up to nearest power of 2 + blockwidth = 1; + while (blockwidth < originalwidth) + blockwidth <<= 1; + // scale down the original graphics to fit in 2048 + if (blockwidth > 2048) + blockwidth = 2048; - blockheight = 256; - while (originalheight < blockheight) - blockheight >>= 1; - if (blockheight < 1) - I_Error("3D GenerateTexture : too small"); - } - else - { - //size up to nearest power of 2 - blockwidth = 1; - while (blockwidth < originalwidth) - blockwidth <<= 1; - // scale down the original graphics to fit in 256 - if (blockwidth > 2048) - blockwidth = 2048; - //I_Error("3D GenerateTexture : too big"); - - //size up to nearest power of 2 - blockheight = 1; - while (blockheight < originalheight) - blockheight <<= 1; - // scale down the original graphics to fit in 256 - if (blockheight > 2048) - blockheight = 2048; - //I_Error("3D GenerateTexture : too big"); - } + // size up to nearest power of 2 + blockheight = 1; + while (blockheight < originalheight) + blockheight <<= 1; + // scale down the original graphics to fit in 2048 + if (blockheight > 2048) + blockheight = 2048; // do the boring LOD stuff.. blech! if (blockwidth >= blockheight) @@ -430,7 +397,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLTexture_t *grtex) } // patch may be NULL if grMipmap has been initialised already and makebitmap is false -void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap) +void HWR_MakePatch (patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap) { INT32 newwidth, newheight; @@ -445,8 +412,8 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm grPatch->leftoffset = SHORT(patch->leftoffset); grPatch->topoffset = SHORT(patch->topoffset); - // find the good 3dfx size (boring spec) - HWR_ResizeBlock (SHORT(patch->width), SHORT(patch->height), &grMipmap->grInfo); + // resize patch + HWR_ResizeBlock(SHORT(patch->width), SHORT(patch->height), &grMipmap->grInfo); grMipmap->width = (UINT16)blockwidth; grMipmap->height = (UINT16)blockheight; @@ -465,23 +432,12 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm Z_Free(grMipmap->grInfo.data); grMipmap->grInfo.data = NULL; - // if rounddown, rounddown patches as well as textures - if (cv_grrounddown.value) - { - newwidth = blockwidth; - newheight = blockheight; - } - else - { - // no rounddown, do not size up patches, so they don't look 'scaled' - newwidth = min(grPatch->width, blockwidth); - newheight = min(grPatch->height, blockheight); - } + newwidth = min(grPatch->width, blockwidth); + newheight = min(grPatch->height, blockheight); if (makebitmap) { MakeBlock(grMipmap); - HWR_DrawPatchInCache(grMipmap, newwidth, newheight, blockwidth*format2bpp[grMipmap->grInfo.format], @@ -495,7 +451,6 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm grPatch->max_t = (float)newheight / (float)blockheight; } - // ================================================= // CACHING HANDLING // ================================================= @@ -562,7 +517,7 @@ void HWR_PrepLevelCache(size_t pnumtextures) gr_numtextures = pnumtextures; gr_textures = calloc(pnumtextures, sizeof (*gr_textures)); if (gr_textures == NULL) - I_Error("3D can't alloc gr_textures"); + I_Error("HWR_PrepLevelCache: can't alloc gr_textures"); } void HWR_SetPalette(RGBA_t *palette) @@ -593,7 +548,7 @@ GLTexture_t *HWR_GetTexture(INT32 tex) GLTexture_t *grtex; #ifdef PARANOIA if ((unsigned)tex >= gr_numtextures) - I_Error(" HWR_GetTexture: tex >= numtextures\n"); + I_Error("HWR_GetTexture: tex >= numtextures\n"); #endif grtex = &gr_textures[tex]; @@ -701,12 +656,12 @@ void HWR_GetPatch(GLPatch_t *gpatch) { // load the software patch, PU_STATIC or the Z_Malloc for hardware patch will // flush the software patch before the conversion! oh yeah I suffered - patch_t *ptr = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); - HWR_MakePatch(ptr, gpatch, &gpatch->mipmap, true); + patch_t *patch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); + HWR_MakePatch(patch, gpatch, &gpatch->mipmap, true); // this is inefficient.. but the hardware patch in heap is purgeable so it should // not fragment memory, and besides the REAL cache here is the hardware memory - Z_Free(ptr); + Z_Free(patch); } HWD.pfnSetTexture(&gpatch->mipmap); @@ -766,160 +721,6 @@ void HWR_UnlockCachedPatch(GLPatch_t *gpatch) Z_ChangeTag(gpatch, PU_HWRPATCHINFO_UNLOCKED); } -static const INT32 picmode2GR[] = -{ - GR_TEXFMT_P_8, // PALETTE - 0, // INTENSITY (unsupported yet) - GR_TEXFMT_ALPHA_INTENSITY_88, // INTENSITY_ALPHA (corona use this) - 0, // RGB24 (unsupported yet) - GR_RGBA, // RGBA32 (opengl only) -}; - -static void HWR_DrawPicInCache(UINT8 *block, INT32 pblockwidth, INT32 pblockheight, - INT32 blockmodulo, pic_t *pic, INT32 bpp) -{ - INT32 i,j; - fixed_t posx, posy, stepx, stepy; - UINT8 *dest, *src, texel; - UINT16 texelu16; - INT32 picbpp; - RGBA_t col; - - stepy = ((INT32)SHORT(pic->height)<width)<mode]]; - posy = 0; - for (j = 0; j < pblockheight; j++) - { - posx = 0; - dest = &block[j*blockmodulo]; - src = &pic->data[(posy>>FRACBITS)*SHORT(pic->width)*picbpp]; - for (i = 0; i < pblockwidth;i++) - { - switch (pic->mode) - { // source bpp - case PALETTE : - texel = src[(posx+FRACUNIT/2)>>FRACBITS]; - switch (bpp) - { // destination bpp - case 1 : - *dest++ = texel; break; - case 2 : - texelu16 = (UINT16)(texel | 0xff00); - memcpy(dest, &texelu16, sizeof(UINT16)); - dest += sizeof(UINT16); - break; - case 3 : - col = V_GetColor(texel); - memcpy(dest, &col, sizeof(RGBA_t)-sizeof(UINT8)); - dest += sizeof(RGBA_t)-sizeof(UINT8); - break; - case 4 : - memcpy(dest, &V_GetColor(texel), sizeof(RGBA_t)); - dest += sizeof(RGBA_t); - break; - } - break; - case INTENSITY : - *dest++ = src[(posx+FRACUNIT/2)>>FRACBITS]; - break; - case INTENSITY_ALPHA : // assume dest bpp = 2 - memcpy(dest, src + ((posx+FRACUNIT/2)>>FRACBITS)*sizeof(UINT16), sizeof(UINT16)); - dest += sizeof(UINT16); - break; - case RGB24 : - break; // not supported yet - case RGBA32 : // assume dest bpp = 4 - dest += sizeof(UINT32); - memcpy(dest, src + ((posx+FRACUNIT/2)>>FRACBITS)*sizeof(UINT32), sizeof(UINT32)); - break; - } - posx += stepx; - } - posy += stepy; - } -} - -// -----------------+ -// HWR_GetPic : Download a Doom pic (raw row encoded with no 'holes') -// Returns : -// -----------------+ -GLPatch_t *HWR_GetPic(lumpnum_t lumpnum) -{ - GLPatch_t *grpatch; - - grpatch = HWR_GetCachedGLPatch(lumpnum); - - if (!grpatch->mipmap.downloaded && !grpatch->mipmap.grInfo.data) - { - pic_t *pic; - UINT8 *block; - size_t len; - INT32 newwidth, newheight; - - pic = W_CacheLumpNum(lumpnum, PU_CACHE); - grpatch->width = SHORT(pic->width); - grpatch->height = SHORT(pic->height); - len = W_LumpLength(lumpnum) - sizeof (pic_t); - - grpatch->leftoffset = 0; - grpatch->topoffset = 0; - - // find the good 3dfx size (boring spec) - HWR_ResizeBlock (grpatch->width, grpatch->height, &grpatch->mipmap.grInfo); - grpatch->mipmap.width = (UINT16)blockwidth; - grpatch->mipmap.height = (UINT16)blockheight; - - if (pic->mode == PALETTE) - grpatch->mipmap.grInfo.format = textureformat; // can be set by driver - else - grpatch->mipmap.grInfo.format = picmode2GR[pic->mode]; - - Z_Free(grpatch->mipmap.grInfo.data); - - // allocate block - block = MakeBlock(&grpatch->mipmap); - - // if rounddown, rounddown patches as well as textures - if (cv_grrounddown.value) - { - newwidth = blockwidth; - newheight = blockheight; - } - else - { - // no rounddown, do not size up patches, so they don't look 'scaled' - newwidth = min(SHORT(pic->width),blockwidth); - newheight = min(SHORT(pic->height),blockheight); - } - - - if (grpatch->width == blockwidth && - grpatch->height == blockheight && - format2bpp[grpatch->mipmap.grInfo.format] == format2bpp[picmode2GR[pic->mode]]) - { - // no conversion needed - M_Memcpy(grpatch->mipmap.grInfo.data, pic->data,len); - } - else - HWR_DrawPicInCache(block, newwidth, newheight, - blockwidth*format2bpp[grpatch->mipmap.grInfo.format], - pic, - format2bpp[grpatch->mipmap.grInfo.format]); - - Z_Unlock(pic); - Z_ChangeTag(block, PU_HWRCACHE_UNLOCKED); - - grpatch->mipmap.flags = 0; - grpatch->max_s = (float)newwidth / (float)blockwidth; - grpatch->max_t = (float)newheight / (float)blockheight; - } - HWD.pfnSetTexture(&grpatch->mipmap); - //CONS_Debug(DBG_RENDER, "picloaded at %x as texture %d\n",grpatch->mipmap.grInfo.data, grpatch->mipmap.downloaded); - - return grpatch; -} - GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wadnum, UINT16 lumpnum) { aatree_t *hwrcache = wadfiles[wadnum]->hwrcache; @@ -1044,4 +845,4 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum) Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED); } -#endif //HWRENDER +#endif //HWRENDER \ No newline at end of file diff --git a/src/hardware/hw_clip.c b/src/hardware/hw_clip.c index a6352708..d768e74f 100644 --- a/src/hardware/hw_clip.c +++ b/src/hardware/hw_clip.c @@ -70,16 +70,16 @@ #include #include "../v_video.h" +#include "hw_main.h" #include "hw_clip.h" #include "hw_glob.h" -#include "../r_main.h" #include "../r_state.h" #include "../tables.h" #include "r_opengl/r_opengl.h" #ifdef HAVE_SPHEREFRUSTRUM -static GLfloat viewMatrix[16]; -static GLfloat projMatrix[16]; +static GLdouble viewMatrix[16]; +static GLdouble projMatrix[16]; float frustum[6][4]; #endif @@ -320,26 +320,24 @@ void gld_clipper_Clear(void) #define RMUL (1.6f/1.333333f) -angle_t gld_FrustumAngle(void) +angle_t gld_FrustumAngle(angle_t tiltangle) { double floatangle; angle_t a1; - float tilt = (float)fabs(((double)(int)aimingangle) / ANG1); + float tilt = (float)fabs(((double)(int)tiltangle) / ANG1); // NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function - float render_fov = FIXED_TO_FLOAT(cv_fov.value); + float render_fov = FIXED_TO_FLOAT(cv_grfov.value); float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right? float render_multiplier = 64.0f / render_fovratio / RMUL; if (tilt > 90.0f) - { tilt = 90.0f; - } // If the pitch is larger than this you can look all around at a FOV of 90 - if (abs((signed)aimingangle) > 46 * ANG1) + if (abs((signed)tiltangle) > 46 * ANG1) return 0xffffffff; // ok, this is a gross hack that barely works... @@ -352,7 +350,7 @@ angle_t gld_FrustumAngle(void) } // SRB2CB I don't think used any of this stuff, let's disable for now since SRB2 probably doesn't want it either -// compiler complains about (p)glGetDoublev anyway, in case anyone wants this +// compiler complains about (p)glGetFloatv anyway, in case anyone wants this // only r_opengl.c can use the base gl funcs as it turns out, that's a problem for whoever wants sphere frustum checks // btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h #ifdef HAVE_SPHEREFRUSTRUM @@ -381,7 +379,7 @@ void gld_FrustrumSetup(void) float t; float clip[16]; - pglGeFloatv(GL_PROJECTION_MATRIX, projMatrix); + pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); pglGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix); clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12); @@ -463,4 +461,4 @@ boolean gld_SphereInFrustum(float x, float y, float z, float radius) } return true; } -#endif +#endif \ No newline at end of file diff --git a/src/hardware/hw_clip.h b/src/hardware/hw_clip.h index 3ba26e5e..27a2ed1e 100644 --- a/src/hardware/hw_clip.h +++ b/src/hardware/hw_clip.h @@ -17,7 +17,7 @@ boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle); void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle); void gld_clipper_Clear(void); -angle_t gld_FrustumAngle(void); +angle_t gld_FrustumAngle(angle_t tiltangle); #ifdef HAVE_SPHEREFRUSTRUM void gld_FrustrumSetup(void); boolean gld_SphereInFrustum(float x, float y, float z, float radius); diff --git a/src/hardware/hw_data.h b/src/hardware/hw_data.h index 4bbc578e..b80f5de8 100644 --- a/src/hardware/hw_data.h +++ b/src/hardware/hw_data.h @@ -1,77 +1,101 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file -/// \brief defines structures and exports for the standard 3D driver DLL used by Doom Legacy +/// \brief defines structures and exports for the standard GPU driver #ifndef _HWR_DATA_ #define _HWR_DATA_ -#if defined (_WIN32) && !defined (__CYGWIN__) && !defined (_XBOX) -//#define WIN32_LEAN_AND_MEAN -#define RPC_NO_WINDOWS_H -#include -#endif - #include "../doomdef.h" -//THIS MUST DISAPPEAR!!! -#include "hw_glide.h" #include "../screen.h" - // ========================================================================== // TEXTURE INFO // ========================================================================== +// +// hw_glide.h +// + +typedef long GLAspectRatio_t; +#define GR_ASPECT_LOG2_8x1 3 /* 8W x 1H */ +#define GR_ASPECT_LOG2_4x1 2 /* 4W x 1H */ +#define GR_ASPECT_LOG2_2x1 1 /* 2W x 1H */ +#define GR_ASPECT_LOG2_1x1 0 /* 1W x 1H */ +#define GR_ASPECT_LOG2_1x2 -1 /* 1W x 2H */ +#define GR_ASPECT_LOG2_1x4 -2 /* 1W x 4H */ +#define GR_ASPECT_LOG2_1x8 -3 /* 1W x 8H */ + +typedef long GLlod_t; +#define GR_LOD_LOG2_256 0x8 +#define GR_LOD_LOG2_128 0x7 +#define GR_LOD_LOG2_64 0x6 +#define GR_LOD_LOG2_32 0x5 +#define GR_LOD_LOG2_16 0x4 +#define GR_LOD_LOG2_8 0x3 +#define GR_LOD_LOG2_4 0x2 +#define GR_LOD_LOG2_2 0x1 +#define GR_LOD_LOG2_1 0x0 + +typedef long GLTextureFormat_t; +#define GR_TEXFMT_ALPHA_8 0x2 /* (0..0xFF) alpha */ +#define GR_TEXFMT_INTENSITY_8 0x3 /* (0..0xFF) intensity */ +#define GR_TEXFMT_ALPHA_INTENSITY_44 0x4 +#define GR_TEXFMT_P_8 0x5 /* 8-bit palette */ +#define GR_TEXFMT_RGB_565 0xa +#define GR_TEXFMT_ARGB_1555 0xb +#define GR_TEXFMT_ARGB_4444 0xc +#define GR_TEXFMT_ALPHA_INTENSITY_88 0xd +#define GR_TEXFMT_AP_88 0xe /* 8-bit alpha 8-bit palette */ +#define GR_RGBA 0x6 // 32 bit RGBA ! + +typedef struct +{ + GLlod_t smallLodLog2; + GLlod_t largeLodLog2; + GLAspectRatio_t aspectRatioLog2; + GLTextureFormat_t format; + void *data; +} GLTexInfo; + // grInfo.data holds the address of the graphics data cached in heap memory // NULL if the texture is not in Doom heap cache. struct GLMipmap_s { - GrTexInfo grInfo; //for TexDownloadMipMap - FxU32 flags; - UINT16 height; - UINT16 width; - UINT32 downloaded; // the dll driver have it in there cache ? + GLTexInfo grInfo; + unsigned long flags; + UINT16 width, height; + UINT32 downloaded; // tex_downloaded - struct GLMipmap_s *nextcolormap; - const UINT8 *colormap; - - // opengl - struct GLMipmap_s *nextmipmap; // opengl : liste of all texture in opengl driver + struct GLMipmap_s *nextmipmap; + struct GLMipmap_s *nextcolormap; + const UINT8 *colormap; }; typedef struct GLMipmap_s GLMipmap_t; - // // Doom texture info, as cached for hardware rendering // struct GLTexture_s { - GLMipmap_t mipmap; - float scaleX; //used for scaling textures on walls - float scaleY; + GLMipmap_t mipmap; + float scaleX; //used for scaling textures on walls + float scaleY; }; typedef struct GLTexture_s GLTexture_t; - // a cached patch as converted to hardware format, holding the original patch_t // header so that the existing code can retrieve ->width, ->height as usual // This is returned by W_CachePatchNum()/W_CachePatchName(), when rendermode // is 'render_opengl'. Else it returns the normal patch_t data. - struct GLPatch_s { // the 4 first fields come right away from the original patch_t diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index b37850bb..32cb8a25 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -19,6 +19,7 @@ #ifndef _HWR_DEFS_ #define _HWR_DEFS_ #include "../doomtype.h" +#include "../r_defs.h" #define ZCLIP_PLANE 4.0f // Used for the actual game drawing #define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures @@ -41,17 +42,8 @@ typedef unsigned char FBOOLEAN; // ========================================================================== // byte value for paletted graphics, which represent the transparent color -#ifdef _NDS -// NDS is hardwired to use zero as transparent color -#define HWR_PATCHES_CHROMAKEY_COLORINDEX 0 -#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 1 -#else #define HWR_PATCHES_CHROMAKEY_COLORINDEX 247 #define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 220 -#endif - -// the chroma key color shows on border sprites, set it to black -#define HWR_PATCHES_CHROMAKEY_COLORVALUE (0x00000000) //RGBA format as in grSstWinOpen() // RGBA Color components with float type ranging [ 0 ... 1 ] struct FRGBAFloat @@ -73,8 +65,6 @@ struct FColorARGB typedef struct FColorARGB ARGB_t; typedef struct FColorARGB FColorARGB; - - // ========================================================================== // VECTORS // ========================================================================== @@ -85,22 +75,65 @@ typedef struct FLOAT x,y; } F2DCoord, v2d_t; -// Simple 3D vector -typedef struct FVector -{ - FLOAT x,y,z; -} FVector; +// ====================== +// wallVert3D +// ---------------------- +// :crab: IS GONE! :crab: +// ====================== -// 3D model vector (coords + texture coords) +// ----------- +// structures +// ----------- + +// a vertex of a Doom 'plane' polygon typedef struct { - //FVector Point; - FLOAT x,y,z; - FLOAT s,t,w; // texture coordinates -} v3d_t, wallVert3D; + float x; + float y; + float z; +} polyvertex_t; -//Hurdler: Transform (coords + angles) -//BP: transform order : scale(rotation_x(rotation_y(translation(v)))) +#ifdef _MSC_VER +#pragma warning(disable : 4200) +#endif + +// a convex 'plane' polygon, clockwise order +typedef struct +{ + INT32 numpts; + polyvertex_t pts[0]; +} poly_t; + +#ifdef _MSC_VER +#pragma warning(default : 4200) +#endif + +// holds extra info for 3D render, for each subsector in subsectors[] +typedef struct +{ + poly_t *planepoly; // the generated convex polygon +} extrasubsector_t; + +// needed for sprite rendering +// equivalent of the software renderer's vissprites +typedef struct gr_vissprite_s +{ + // Doubly linked list + struct gr_vissprite_s *prev; + struct gr_vissprite_s *next; + float x1, x2; + float z1, z2; + float tz, ty; + lumpnum_t patchlumpnum; + boolean flip; + UINT8 translucency; //alpha level 0-255 + mobj_t *mobj; + boolean precip; // Tails 08-25-2002 + boolean vflip; + //Hurdler: 25/04/2000: now support colormap in hardware mode + UINT8 *colormap; + INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing +} gr_vissprite_t; // Kart features #define USE_FTRANSFORM_ANGLEZ @@ -124,18 +157,17 @@ typedef struct #ifdef USE_FTRANSFORM_MIRROR boolean mirror; // SRB2Kart: Encore Mode #endif + boolean shearing; // 14042019 + angle_t viewaiming; // 17052019 } FTransform; // Transformed vector, as passed to HWR API typedef struct { FLOAT x,y,z; - FUINT argb; // flat-shaded color - FLOAT sow; // s texture ordinate (s over w) - FLOAT tow; // t texture ordinate (t over w) + FLOAT s,t; } FOutVector; - // ========================================================================== // RENDER MODES // ========================================================================== @@ -144,7 +176,7 @@ typedef struct // You pass a combination of these flags to DrawPolygon() enum EPolyFlags { - // the first 5 are mutually exclusive + // the first 5 are mutually exclusive PF_Masked = 0x00000001, // Poly is alpha scaled and 0 alpha pels are discarded (holes in texture) PF_Translucent = 0x00000002, // Poly is transparent, alpha = level of transparency @@ -156,7 +188,7 @@ enum EPolyFlags PF_Fog = 0x00000040, // Fog blocks PF_Blending = (PF_Environment|PF_Additive|PF_Translucent|PF_Masked|PF_Substractive|PF_Fog)&~PF_NoAlphaTest, - // other flag bits + // other flag bits PF_Occlude = 0x00000100, // Update the depth buffer PF_NoDepthTest = 0x00000200, // Disable the depth test mode @@ -164,21 +196,15 @@ enum EPolyFlags PF_Decal = 0x00000800, // Enable polygon offset PF_Modulated = 0x00001000, // Modulation (multiply output with constant ARGB) // When set, pass the color constant into the FSurfaceInfo -> FlatColor - PF_NoTexture = 0x00002000, // Use the small white texture - PF_Corona = 0x00004000, // Tell the rendrer we are drawing a corona - PF_Unused = 0x00008000, // Unused + PF_NoTexture = 0x00002000, // Disable texture + PF_Ripple = 0x00004000, // Water shader effect + // 0x00008000 PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y PF_ForceWrapX = 0x00020000, // Force repeat texture on X PF_ForceWrapY = 0x00040000, // Force repeat texture on Y - PF_Clip = 0x40000000, // clip to frustum and nearz plane (glide only, automatic in opengl) - PF_NoZClip = 0x20000000, // in conjonction with PF_Clip - PF_Debug = 0x80000000 // print debug message in driver :) -}; - - -enum ESurfFlags -{ - SF_DYNLIGHT = 0x00000001, + // 0x20000000 + // 0x40000000 + // 0x80000000 }; @@ -191,46 +217,42 @@ enum ETextureFlags TF_TRANSPARENT = 0x00000040, // texture with some alpha == 0 }; -#ifdef TODO -struct FTextureInfo -{ - FUINT Width; // Pixels - FUINT Height; // Pixels - FUBYTE *TextureData; // Image data - FUINT Format; // FORMAT_RGB, ALPHA ... - FBITFIELD Flags; // Flags to tell driver about texture (see ETextureFlags) - void DriverExtra; // (OpenGL texture object nr, ...) - // chromakey enabled,... - - struct FTextureInfo *Next; // Manage list of downloaded textures. -}; -#else typedef struct GLMipmap_s FTextureInfo; -#endif + +// jimita 14032019 +struct FLightInfo +{ + FUINT light_level; +}; +typedef struct FLightInfo FLightInfo; // Description of a renderable surface struct FSurfaceInfo { - FUINT PolyFlags; // Surface flags -- UNUSED YET -- - RGBA_t FlatColor; // Flat-shaded color used with PF_Modulated mode + FUINT PolyFlags; + RGBA_t PolyColor; + RGBA_t FadeColor; + FLightInfo LightInfo; // jimita 14032019 }; typedef struct FSurfaceInfo FSurfaceInfo; -//Hurdler: added for backward compatibility enum hwdsetspecialstate { - HWD_SET_FOG_TABLE = 1, + HWD_SET_SHADERS, + HWD_SET_FOG_MODE, - HWD_SET_FOG_COLOR, HWD_SET_FOG_DENSITY, - HWD_SET_FOV, + HWD_SET_TEXTUREFILTERMODE, HWD_SET_TEXTUREANISOTROPICMODE, + HWD_NUMSTATE }; - typedef enum hwdsetspecialstate hwdspecialstate_t; +#define GL_NORMALFOG 0x00000000 +#define GL_FADEFOG 0x19000000 + enum hwdfiltermode { HWD_SET_TEXTUREFILTER_POINTSAMPLED, @@ -241,5 +263,4 @@ enum hwdfiltermode HWD_SET_TEXTUREFILTER_MIXED3, }; - -#endif //_HWR_DEFS_ +#endif //_HWR_DEFS_ \ No newline at end of file diff --git a/src/hardware/hw_dll.h b/src/hardware/hw_dll.h index 46645278..237b068e 100644 --- a/src/hardware/hw_dll.h +++ b/src/hardware/hw_dll.h @@ -54,8 +54,6 @@ #endif #endif -typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR; - // ========================================================================== // MATHS // ========================================================================== @@ -63,7 +61,7 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR; // Constants #define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360 -void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/; +void GL_DBG_Printf(const char *format, ...) /*FUNCPRINTF*/; #ifdef _WINDOWS BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved); diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index b39103ee..2304a90a 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief miscellaneous drawing (mainly 2d) @@ -23,6 +18,7 @@ #include "../doomdef.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" #include "hw_drv.h" @@ -41,9 +37,6 @@ #define O_BINARY 0 #endif -float gr_patch_scalex; -float gr_patch_scaley; - #if defined(_MSC_VER) #pragma pack(1) #endif @@ -63,9 +56,6 @@ typedef struct #if defined(_MSC_VER) #pragma pack() #endif -typedef UINT8 GLRGB[3]; - -#define BLENDMODE PF_Translucent static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229,255}; static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255}; @@ -119,12 +109,12 @@ void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option) v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = gpatch->max_s; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = gpatch->max_t; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = gpatch->max_s; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -205,10 +195,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, } if (option & V_SPLITSCREEN) - cy += FIXED_TO_FLOAT((BASEVIDHEIGHT/2)<= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) + if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) { // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); @@ -228,7 +215,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, const UINT8 *source = (const UINT8 *)(column) + 3; HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); Z_Free(realpatch); - }*/ + } // centre screen if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { @@ -279,19 +266,19 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, if (option & V_FLIP) { - v[0].sow = v[3].sow = gpatch->max_s; - v[2].sow = v[1].sow = 0.0f; + v[0].s = v[3].s = gpatch->max_s; + v[2].s = v[1].s = 0.0f; } else { - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = gpatch->max_s; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = gpatch->max_s; } - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = gpatch->max_t; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -302,11 +289,11 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, if (alphalevel) { FSurfaceInfo Surf; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[hudtrans]; - else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[hudtrans]; - else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[hudtrans]; - else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; + if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; + else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; + else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; + else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } @@ -368,7 +355,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal // if it's meant to cover the whole screen, black out the rest // cx and cy are possibly *slightly* off from float maths // This is done before here compared to software because we directly alter cx and cy to centre - /*if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) + if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) { // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); @@ -376,7 +363,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal const UINT8 *source = (const UINT8 *)(column) + 3; HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); Z_Free(realpatch); - }*/ + } // centre screen if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { @@ -440,12 +427,12 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = ((sx)/(float)SHORT(gpatch->width) )*gpatch->max_s; - v[2].sow = v[1].sow = ((w )/(float)SHORT(gpatch->width) )*gpatch->max_s; - v[0].tow = v[1].tow = ((sy)/(float)SHORT(gpatch->height))*gpatch->max_t; - v[2].tow = v[3].tow = ((h )/(float)SHORT(gpatch->height))*gpatch->max_t; + v[0].s = v[3].s = ((sx)/(float)SHORT(gpatch->width) )*gpatch->max_s; + v[2].s = v[1].s = ((w )/(float)SHORT(gpatch->width) )*gpatch->max_s; + v[0].t = v[1].t = ((sy)/(float)SHORT(gpatch->height))*gpatch->max_t; + v[2].t = v[3].t = ((h )/(float)SHORT(gpatch->height))*gpatch->max_t; - flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + flags = PF_Translucent|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; @@ -456,11 +443,11 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal if (alphalevel) { FSurfaceInfo Surf; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[hudtrans]; - else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[hudtrans]; - else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[hudtrans]; - else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; + if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; + else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; + else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; + else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } @@ -468,41 +455,6 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal HWD.pfnDrawPolygon(NULL, v, 4, flags); } -void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum) -{ - FOutVector v[4]; - const GLPatch_t *patch; - - // make pic ready in hardware cache - patch = HWR_GetPic(lumpnum); - -// 3--2 -// | /| -// |/ | -// 0--1 - - v[0].x = v[3].x = 2.0f * (float)x/vid.width - 1; - v[2].x = v[1].x = 2.0f * (float)(x + patch->width*FIXED_TO_FLOAT(vid.fdupx))/vid.width - 1; - v[0].y = v[1].y = 1.0f - 2.0f * (float)y/vid.height; - v[2].y = v[3].y = 1.0f - 2.0f * (float)(y + patch->height*FIXED_TO_FLOAT(vid.fdupy))/vid.height; - - v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - - v[0].sow = v[3].sow = 0; - v[2].sow = v[1].sow = patch->max_s; - v[0].tow = v[1].tow = 0; - v[2].tow = v[3].tow = patch->max_t; - - - //Hurdler: Boris, the same comment as above... but maybe for pics - // it not a problem since they don't have any transparent pixel - // if I'm right !? - // But then, the question is: why not 0 instead of PF_Masked ? - // or maybe PF_Environment ??? (like what I said above) - // BP: PF_Environment don't change anything ! and 0 is undifined - HWD.pfnDrawPolygon(NULL, v, 4, BLENDMODE | PF_NoDepthTest | PF_Clip | PF_NoZClip); -} - // ========================================================================== // V_VIDEO.C STUFF // ========================================================================== @@ -563,10 +515,10 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; // flat is 64x64 lod and texture offsets are [0.0, 1.0] - v[0].sow = v[3].sow = (float)((x & flatflag)/dflatsize); - v[2].sow = v[1].sow = (float)(v[0].sow + w/dflatsize); - v[0].tow = v[1].tow = (float)((y & flatflag)/dflatsize); - v[2].tow = v[3].tow = (float)(v[0].tow + h/dflatsize); + v[0].s = v[3].s = (float)((x & flatflag)/dflatsize); + v[2].s = v[1].s = (float)(v[0].s + w/dflatsize); + v[0].t = v[1].t = (float)((y & flatflag)/dflatsize); + v[2].t = v[3].t = (float)(v[0].t + h/dflatsize); HWR_GetFlat(flatlumpnum); @@ -598,23 +550,23 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 1.0f; - v[2].tow = v[3].tow = 0.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 1.0f; + v[2].t = v[3].t = 0.0f; if (color & 0xFF00) // Do COLORMAP fade. { - Surf.FlatColor.rgba = UINT2RGBA(0x01010160); - Surf.FlatColor.s.alpha = (strength*8); + Surf.PolyColor.rgba = UINT2RGBA(0x01010160); + Surf.PolyColor.s.alpha = (strength*8); } else // Do TRANSMAP** fade. { - Surf.FlatColor.rgba = pLocalPalette[color].rgba; - Surf.FlatColor.s.alpha = (UINT8)(strength*25.5f); + Surf.PolyColor.s.rgba = pLocalPalette[color].rgba; + Surf.PolyColor.s.alpha = (UINT8)(strength*25.5f); } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); -} +} // Draw the console background with translucency support void HWR_DrawConsoleBack(UINT32 color, INT32 height) @@ -632,13 +584,13 @@ void HWR_DrawConsoleBack(UINT32 color, INT32 height) v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 1.0f; - v[2].tow = v[3].tow = 0.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 1.0f; + v[2].t = v[3].t = 0.0f; - Surf.FlatColor.rgba = UINT2RGBA(color); - Surf.FlatColor.s.alpha = 0x80; + Surf.PolyColor.rgba = UINT2RGBA(color); + Surf.PolyColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -673,7 +625,7 @@ void HWR_DrawViewBorder(INT32 clearlines) baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwidth), vid.fdupx)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7; baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewheight), vid.fdupy)); top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowy), vid.fdupy)); - side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowx), vid.fdupx)); + side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwindowx), vid.fdupx)); // top HWR_DrawFlatFill(0, 0, @@ -797,225 +749,6 @@ void HWR_drawAMline(const fline_t *fl, INT32 color) HWD.pfnDraw2DLine(&v1, &v2, color_rgba); } -// -----------------+ -// HWR_DrawFill : draw flat coloured rectangle, with no texture -// -----------------+ -void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color) -{ - FOutVector v[4]; - FSurfaceInfo Surf; - float fx, fy, fw, fh; - - if (w < 0 || h < 0) - return; // consistency w/ software - -// 3--2 -// | /| -// |/ | -// 0--1 - - fx = (float)x; - fy = (float)y; - fw = (float)w; - fh = (float)h; - - if (!(color & V_NOSCALESTART)) - { - float dupx = (float)vid.dupx, dupy = (float)vid.dupy; - - if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) - { - RGBA_t rgbaColour = V_GetColor(color); - FRGBAFloat clearColour; - clearColour.red = (float)rgbaColour.s.red / 255; - clearColour.green = (float)rgbaColour.s.green / 255; - clearColour.blue = (float)rgbaColour.s.blue / 255; - clearColour.alpha = 1; - HWD.pfnClearBuffer(true, false, &clearColour); - return; - } - - fx *= dupx; - fy *= dupy; - fw *= dupx; - fh *= dupy; - - if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) - { - if (color & V_SNAPTORIGHT) - fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); - else if (!(color & V_SNAPTOLEFT)) - fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; - } - if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) - { - // same thing here - if (color & V_SNAPTOBOTTOM) - fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); - else if (!(color & V_SNAPTOTOP)) - fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; - } - if (color & V_SPLITSCREEN) - fy += ((float)BASEVIDHEIGHT * dupy)/2; - if (color & V_HORZSCREEN) - fx += ((float)BASEVIDWIDTH * dupx)/2; - } - - if (fx >= vid.width || fy >= vid.height) - return; - if (fx < 0) - { - fw += fx; - fx = 0; - } - if (fy < 0) - { - fh += fy; - fy = 0; - } - - if (fw <= 0 || fh <= 0) - return; - if (fx + fw > vid.width) - fw = (float)vid.width - fx; - if (fy + fh > vid.height) - fh = (float)vid.height - fy; - - fx = -1 + fx / (vid.width / 2); - fy = 1 - fy / (vid.height / 2); - fw = fw / (vid.width / 2); - fh = fh / (vid.height / 2); - - v[0].x = v[3].x = fx; - v[2].x = v[1].x = fx + fw; - v[0].y = v[1].y = fy; - v[2].y = v[3].y = fy - fh; - - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; - v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; - - Surf.FlatColor = V_GetColor(color); - - HWD.pfnDrawPolygon(&Surf, v, 4, - PF_Modulated|PF_NoTexture|PF_NoDepthTest); -} - - -// -------------------+ -// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that. -// -------------------+ -void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options) -{ - FOutVector v[4]; - FSurfaceInfo Surf; - float fx, fy, fw, fh; - - if (w < 0 || h < 0) - return; // consistency w/ software - -// 3--2 -// | /| -// |/ | -// 0--1 - - fx = (float)x; - fy = (float)y; - fw = (float)w; - fh = (float)h; - - if (!(options & V_NOSCALESTART)) - { - float dupx = (float)vid.dupx, dupy = (float)vid.dupy; - - if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) - { - RGBA_t rgbaColour = V_GetColor(color); - FRGBAFloat clearColour; - clearColour.red = (float)rgbaColour.s.red / 255; - clearColour.green = (float)rgbaColour.s.green / 255; - clearColour.blue = (float)rgbaColour.s.blue / 255; - clearColour.alpha = 1; - HWD.pfnClearBuffer(true, false, &clearColour); - return; - } - - fx *= dupx; - fy *= dupy; - fw *= dupx; - fh *= dupy; - - if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f) - { - if (options & V_SNAPTORIGHT) - fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); - else if (!(options & V_SNAPTOLEFT)) - fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; - } - if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f) - { - // same thing here - if (options & V_SNAPTOBOTTOM) - fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); - else if (!(options & V_SNAPTOTOP)) - fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; - } - if (options & V_SPLITSCREEN) - fy += ((float)BASEVIDHEIGHT * dupy)/2; - if (options & V_HORZSCREEN) - fx += ((float)BASEVIDWIDTH * dupx)/2; - } - - if (fx >= vid.width || fy >= vid.height) - return; - if (fx < 0) - { - fw += fx; - fx = 0; - } - if (fy < 0) - { - fh += fy; - fy = 0; - } - - if (fw <= 0 || fh <= 0) - return; - if (fx + fw > vid.width) - fw = (float)vid.width - fx; - if (fy + fh > vid.height) - fh = (float)vid.height - fy; - - fx = -1 + fx / (vid.width / 2); - fy = 1 - fy / (vid.height / 2); - fw = fw / (vid.width / 2); - fh = fh / (vid.height / 2); - - v[0].x = v[3].x = fx; - v[2].x = v[1].x = fx + fw; - v[0].y = v[1].y = fy; - v[2].y = v[3].y = fy - fh; - - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; - v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; - - Surf.FlatColor.rgba = UINT2RGBA(color); - Surf.FlatColor.s.alpha = 0x80; - - HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); -} - // -----------------+ // HWR_DrawDiag : draw flat coloured rectangle, with no texture // -----------------+ @@ -1097,22 +830,224 @@ void HWR_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 color) v[3].y = fy - fh; v[2].y = fy - fwait; - //Hurdler: do we still use this argb color? if not, we should remove it - v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - v[0].sow = v[3].sow = 0.0f; - v[2].sow = v[1].sow = 1.0f; - v[0].tow = v[1].tow = 0.0f; - v[2].tow = v[3].tow = 1.0f; + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; - Surf.FlatColor = V_GetColor(color); + Surf.PolyColor = V_GetColor(color); HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_NoTexture|PF_NoDepthTest); } +// -------------------+ +// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that. +// -------------------+ +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options) +{ + FOutVector v[4]; + FSurfaceInfo Surf; + float fx, fy, fw, fh; + if (w < 0 || h < 0) + return; // consistency w/ software + +// 3--2 +// | /| +// |/ | +// 0--1 + + fx = (float)x; + fy = (float)y; + fw = (float)w; + fh = (float)h; + + if (!(options & V_NOSCALESTART)) + { + float dupx = (float)vid.dupx, dupy = (float)vid.dupy; + + if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) + { + RGBA_t rgbaColour = V_GetColor(color); + FRGBAFloat clearColour; + clearColour.red = (float)rgbaColour.s.red / 255; + clearColour.green = (float)rgbaColour.s.green / 255; + clearColour.blue = (float)rgbaColour.s.blue / 255; + clearColour.alpha = 1; + HWD.pfnClearBuffer(true, false, &clearColour); + return; + } + + fx *= dupx; + fy *= dupy; + fw *= dupx; + fh *= dupy; + + if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f) + { + if (options & V_SNAPTORIGHT) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); + else if (!(options & V_SNAPTOLEFT)) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; + } + if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f) + { + // same thing here + if (options & V_SNAPTOBOTTOM) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); + else if (!(options & V_SNAPTOTOP)) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; + } + } + + if (fx >= vid.width || fy >= vid.height) + return; + if (fx < 0) + { + fw += fx; + fx = 0; + } + if (fy < 0) + { + fh += fy; + fy = 0; + } + + if (fw <= 0 || fh <= 0) + return; + if (fx + fw > vid.width) + fw = (float)vid.width - fx; + if (fy + fh > vid.height) + fh = (float)vid.height - fy; + + fx = -1 + fx / (vid.width / 2); + fy = 1 - fy / (vid.height / 2); + fw = fw / (vid.width / 2); + fh = fh / (vid.height / 2); + + v[0].x = v[3].x = fx; + v[2].x = v[1].x = fx + fw; + v[0].y = v[1].y = fy; + v[2].y = v[3].y = fy - fh; + + v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; + + Surf.PolyColor.rgba = UINT2RGBA(color); + Surf.PolyColor.s.alpha = 0x80; + + HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); +} + +// -----------------+ +// HWR_DrawFill : draw flat coloured rectangle, with no texture +// -----------------+ +void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color) +{ + FOutVector v[4]; + FSurfaceInfo Surf; + float fx, fy, fw, fh; + + if (w < 0 || h < 0) + return; // consistency w/ software + +// 3--2 +// | /| +// |/ | +// 0--1 + + fx = (float)x; + fy = (float)y; + fw = (float)w; + fh = (float)h; + + if (!(color & V_NOSCALESTART)) + { + float dupx = (float)vid.dupx, dupy = (float)vid.dupy; + + if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) + { + RGBA_t rgbaColour = V_GetColor(color); + FRGBAFloat clearColour; + clearColour.red = (float)rgbaColour.s.red / 255; + clearColour.green = (float)rgbaColour.s.green / 255; + clearColour.blue = (float)rgbaColour.s.blue / 255; + clearColour.alpha = 1; + HWD.pfnClearBuffer(true, false, &clearColour); + return; + } + + fx *= dupx; + fy *= dupy; + fw *= dupx; + fh *= dupy; + + if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) + { + if (color & V_SNAPTORIGHT) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); + else if (!(color & V_SNAPTOLEFT)) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; + } + if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) + { + // same thing here + if (color & V_SNAPTOBOTTOM) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); + else if (!(color & V_SNAPTOTOP)) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; + } + } + + if (fx >= vid.width || fy >= vid.height) + return; + if (fx < 0) + { + fw += fx; + fx = 0; + } + if (fy < 0) + { + fh += fy; + fy = 0; + } + + if (fw <= 0 || fh <= 0) + return; + if (fx + fw > vid.width) + fw = (float)vid.width - fx; + if (fy + fh > vid.height) + fh = (float)vid.height - fy; + + fx = -1 + fx / (vid.width / 2); + fy = 1 - fy / (vid.height / 2); + fw = fw / (vid.width / 2); + fh = fh / (vid.height / 2); + + v[0].x = v[3].x = fx; + v[2].x = v[1].x = fx + fw; + v[0].y = v[1].y = fy; + v[2].y = v[3].y = fy - fh; + + v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + + v[0].s = v[3].s = 0.0f; + v[2].s = v[1].s = 1.0f; + v[0].t = v[1].t = 0.0f; + v[2].t = v[3].t = 1.0f; + + Surf.PolyColor = V_GetColor(color); + + HWD.pfnDrawPolygon(&Surf, v, 4, + PF_Modulated|PF_NoTexture|PF_NoDepthTest); +} #ifdef HAVE_PNG @@ -1196,24 +1131,27 @@ UINT8 *HWR_GetScreenshot(void) return buf; } -boolean HWR_Screenshot(const char *lbmname) +boolean HWR_Screenshot(const char *pathname) { boolean ret; UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf)); if (!buf) + { + CONS_Debug(DBG_RENDER, "HWR_Screenshot: Failed to allocate memory\n"); return false; + } // returns 24bit 888 RGB HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf); #ifdef USE_PNG - ret = M_SavePNG(lbmname, buf, vid.width, vid.height, NULL); + ret = M_SavePNG(pathname, buf, vid.width, vid.height, NULL); #else - ret = saveTGA(lbmname, buf, vid.width, vid.height); + ret = saveTGA(pathname, buf, vid.width, vid.height); #endif free(buf); return ret; } -#endif //HWRENDER +#endif //HWRENDER \ No newline at end of file diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index 54bd9e78..bca1dff4 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -1,21 +1,15 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file -/// \brief imports/exports for the 3D hardware low-level interface API +/// \brief imports/exports for the GPU hardware low-level interface API #ifndef __HWR_DRV_H__ #define __HWR_DRV_H__ @@ -32,13 +26,7 @@ // STANDARD DLL EXPORTS // ========================================================================== -EXPORT boolean HWRAPI(Init) (I_Error_t ErrorFunction); -#ifndef HAVE_SDL -EXPORT void HWRAPI(Shutdown) (void); -#endif -#ifdef _WINDOWS -EXPORT void HWRAPI(GetModeList) (vmode_t **pvidmodes, INT32 *numvidmodes); -#endif +EXPORT boolean HWRAPI(Init) (void); #if defined (PURESDL) || defined (macintosh) EXPORT void HWRAPI(SetPalette) (INT32 *, RGBA_t *gamma); #else @@ -58,14 +46,11 @@ EXPORT void HWRAPI(ClearMipMapCache) (void); EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value); //Hurdler: added for new development -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color); +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface); EXPORT void HWRAPI(CreateModelVBOs) (model_t *model); -EXPORT void HWRAPI(SetTransform) (FTransform *ptransform); +EXPORT void HWRAPI(SetTransform) (FTransform *stransform); EXPORT INT32 HWRAPI(GetTextureUsed) (void); -EXPORT INT32 HWRAPI(GetRenderVersion) (void); -#define SCREENVERTS 10 -EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]); EXPORT void HWRAPI(FlushScreenTextures) (void); EXPORT void HWRAPI(StartScreenWipe) (void); EXPORT void HWRAPI(EndScreenWipe) (void); @@ -74,6 +59,19 @@ EXPORT void HWRAPI(DrawIntermissionBG) (void); EXPORT void HWRAPI(MakeScreenTexture) (void); EXPORT void HWRAPI(MakeScreenFinalTexture) (void); EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height); + +#define SCREENVERTS 10 +EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]); + +// jimita +EXPORT void HWRAPI(LoadShaders) (void); +EXPORT void HWRAPI(KillShaders) (void); +EXPORT void HWRAPI(SetShader) (int shader); +EXPORT void HWRAPI(UnSetShader) (void); + +EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment); +EXPORT void HWRAPI(InitCustomShaders) (void); + // ========================================================================== // HWR DRIVER OBJECT, FOR CLIENT PROGRAM // ========================================================================== @@ -93,18 +91,11 @@ struct hwdriver_s ReadRect pfnReadRect; GClipRect pfnGClipRect; ClearMipMapCache pfnClearMipMapCache; - SetSpecialState pfnSetSpecialState;//Hurdler: added for backward compatibility + SetSpecialState pfnSetSpecialState; DrawModel pfnDrawModel; CreateModelVBOs pfnCreateModelVBOs; SetTransform pfnSetTransform; GetTextureUsed pfnGetTextureUsed; - GetRenderVersion pfnGetRenderVersion; -#ifdef _WINDOWS - GetModeList pfnGetModeList; -#endif -#ifndef HAVE_SDL - Shutdown pfnShutdown; -#endif PostImgRedraw pfnPostImgRedraw; FlushScreenTextures pfnFlushScreenTextures; StartScreenWipe pfnStartScreenWipe; @@ -114,16 +105,20 @@ struct hwdriver_s MakeScreenTexture pfnMakeScreenTexture; MakeScreenFinalTexture pfnMakeScreenFinalTexture; DrawScreenFinalTexture pfnDrawScreenFinalTexture; + + LoadShaders pfnLoadShaders; + KillShaders pfnKillShaders; + SetShader pfnSetShader; + UnSetShader pfnUnSetShader; + + LoadCustomShader pfnLoadCustomShader; + InitCustomShaders pfnInitCustomShaders; }; extern struct hwdriver_s hwdriver; -//Hurdler: 16/10/99: added for OpenGL gamma correction -//extern RGBA_t gamma_correction; - #define HWD hwdriver #endif //not defined _CREATE_DLL_ -#endif //__HWR_DRV_H__ - +#endif //__HWR_DRV_H__ \ No newline at end of file diff --git a/src/hardware/hw_glide.h b/src/hardware/hw_glide.h deleted file mode 100644 index 2625d586..00000000 --- a/src/hardware/hw_glide.h +++ /dev/null @@ -1,71 +0,0 @@ -// Emacs style mode select -*- C++ -*- -//----------------------------------------------------------------------------- -// -// Copyright (C) 1998-2000 by DooM Legacy Team. -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -//----------------------------------------------------------------------------- -/// \file -/// \brief Declaration needed by Glide renderer -/// !!! To be replaced by our own def in the future !!! - -#ifndef _GLIDE_H_ -#define _GLIDE_H_ - -#ifndef __GLIDE_H__ - -typedef unsigned long FxU32; -typedef long FxI32; - -typedef FxI32 GrAspectRatio_t; -#define GR_ASPECT_LOG2_8x1 3 /* 8W x 1H */ -#define GR_ASPECT_LOG2_4x1 2 /* 4W x 1H */ -#define GR_ASPECT_LOG2_2x1 1 /* 2W x 1H */ -#define GR_ASPECT_LOG2_1x1 0 /* 1W x 1H */ -#define GR_ASPECT_LOG2_1x2 -1 /* 1W x 2H */ -#define GR_ASPECT_LOG2_1x4 -2 /* 1W x 4H */ -#define GR_ASPECT_LOG2_1x8 -3 /* 1W x 8H */ - -typedef FxI32 GrLOD_t; -#define GR_LOD_LOG2_256 0x8 -#define GR_LOD_LOG2_128 0x7 -#define GR_LOD_LOG2_64 0x6 -#define GR_LOD_LOG2_32 0x5 -#define GR_LOD_LOG2_16 0x4 -#define GR_LOD_LOG2_8 0x3 -#define GR_LOD_LOG2_4 0x2 -#define GR_LOD_LOG2_2 0x1 -#define GR_LOD_LOG2_1 0x0 - -typedef FxI32 GrTextureFormat_t; -#define GR_TEXFMT_ALPHA_8 0x2 /* (0..0xFF) alpha */ -#define GR_TEXFMT_INTENSITY_8 0x3 /* (0..0xFF) intensity */ -#define GR_TEXFMT_ALPHA_INTENSITY_44 0x4 -#define GR_TEXFMT_P_8 0x5 /* 8-bit palette */ -#define GR_TEXFMT_RGB_565 0xa -#define GR_TEXFMT_ARGB_1555 0xb -#define GR_TEXFMT_ARGB_4444 0xc -#define GR_TEXFMT_ALPHA_INTENSITY_88 0xd -#define GR_TEXFMT_AP_88 0xe /* 8-bit alpha 8-bit palette */ -#define GR_RGBA 0x6 // 32 bit RGBA ! - -typedef struct -{ - GrLOD_t smallLodLog2; - GrLOD_t largeLodLog2; - GrAspectRatio_t aspectRatioLog2; - GrTextureFormat_t format; - void *data; -} GrTexInfo; - -#endif // __GLIDE_H__ (defined in ) - -#endif // _GLIDE_H_ diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 9656e54e..dd1cf076 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -1,18 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief globals (shared data & code) for hw_ modules @@ -21,78 +15,18 @@ #define _HWR_GLOB_H_ #include "hw_defs.h" -#include "hw_main.h" #include "../m_misc.h" - -// the original aspect ratio of Doom graphics isn't square -#define ORIGINAL_ASPECT (320.0f/200.0f) +#include "../r_defs.h" // Uncomment this to enable the OpenGL loading screen //#define HWR_LOADING_SCREEN -// ----------- -// structures -// ----------- - -// a vertex of a Doom 'plane' polygon -typedef struct -{ - float x; - float y; - float z; -} polyvertex_t; - -#ifdef _MSC_VER -#pragma warning(disable : 4200) -#endif - -// a convex 'plane' polygon, clockwise order -typedef struct -{ - INT32 numpts; - polyvertex_t pts[0]; -} poly_t; - -#ifdef _MSC_VER -#pragma warning(default : 4200) -#endif - -// holds extra info for 3D render, for each subsector in subsectors[] -typedef struct -{ - poly_t *planepoly; // the generated convex polygon -} extrasubsector_t; - -// needed for sprite rendering -// equivalent of the software renderer's vissprites -typedef struct gr_vissprite_s -{ - // Doubly linked list - struct gr_vissprite_s *prev; - struct gr_vissprite_s *next; - float x1, x2; - float tz, ty; - lumpnum_t patchlumpnum; - boolean flip; - UINT8 translucency; //alpha level 0-255 - mobj_t *mobj; - boolean precip; // Tails 08-25-2002 - boolean vflip; - //Hurdler: 25/04/2000: now support colormap in hardware mode - UINT8 *colormap; - INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing - float z1, z2; -} gr_vissprite_t; - // -------- // hw_bsp.c // -------- extern extrasubsector_t *extrasubsectors; extern size_t addsubsector; -void HWR_InitPolyPool(void); -void HWR_FreePolyPool(void); - // -------- // hw_cache.c // -------- @@ -104,23 +38,22 @@ void HWR_GetFlat(lumpnum_t flatlumpnum); GLTexture_t *HWR_GetTexture(INT32 tex); void HWR_GetPatch(GLPatch_t *gpatch); void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap); +void HWR_MakePatch(patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap); void HWR_UnlockCachedPatch(GLPatch_t *gpatch); -GLPatch_t *HWR_GetPic(lumpnum_t lumpnum); void HWR_SetPalette(RGBA_t *palette); 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 // -------- -extern float gr_patch_scalex; -extern float gr_patch_scaley; - extern consvar_t cv_grrounddown; // on/off extern INT32 patchformat; extern INT32 textureformat; -extern boolean firetranslucent; -#endif //_HW_GLOB_ +#endif //_HW_GLOB_ \ No newline at end of file diff --git a/src/hardware/hw_light.c b/src/hardware/hw_light.c index ee0cca74..702e286e 100644 --- a/src/hardware/hw_light.c +++ b/src/hardware/hw_light.c @@ -1,21 +1,14 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file -/// \brief Corona/Dynamic/Static lighting add on by Hurdler -/// !!! Under construction !!! #include "../doomdef.h" @@ -31,1346 +24,4 @@ #include "../r_main.h" #include "../p_local.h" -//============================================================================= -// DEFINES -//============================================================================= - -#define DL_SQRRADIUS(x) dynlights->p_lspr[(x)]->dynamic_sqrradius -#define DL_RADIUS(x) dynlights->p_lspr[(x)]->dynamic_radius -#define LIGHT_POS(i) dynlights->position[(i)] - -#define DL_HIGH_QUALITY -//#define STATICLIGHT //Hurdler: TODO! -//#define LIGHTMAPFLAGS (PF_Masked|PF_Clip|PF_NoAlphaTest) // debug see overdraw -#define LIGHTMAPFLAGS (PF_Modulated|PF_Additive|PF_Clip) - -#ifdef ALAM_LIGHTING -static dynlights_t view_dynlights[4]; // 4 players for splitscreen modes -static dynlights_t *dynlights = &view_dynlights[0]; -#endif - -#define UNDEFINED_SPR 0x0 // actually just for testing -#define CORONA_SPR 0x1 // a light source which only emit a corona -#define DYNLIGHT_SPR 0x2 // a light source which is only used for dynamic lighting -#define LIGHT_SPR (DYNLIGHT_SPR|CORONA_SPR) -#define ROCKET_SPR (DYNLIGHT_SPR|CORONA_SPR|0x10) -//#define MONSTER_SPR 4 -//#define AMMO_SPR 8 -//#define BONUS_SPR 16 - -//Hurdler: now we can change those values via FS :) -light_t lspr[NUMLIGHTS] = -{ - // type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init - // UNDEFINED: 0 - { UNDEFINED_SPR, 0.0f, 0.0f, 0x00000000, 24.0f, 0x00000000, 0.0f, 0.0f}, - // weapons - // RINGSPARK_L - { LIGHT_SPR, 0.0f, 0.0f, 0x0000e0ff, 16.0f, 0x0000e0ff, 32.0f, 0.0f}, // Tails 09-08-2002 - // SUPERSONIC_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0xff00e0ff, 32.0f, 0xff00e0ff, 128.0f, 0.0f}, // Tails 09-08-2002 - // SUPERSPARK_L - { LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 8.0f, 0xe0ffffff, 64.0f, 0.0f}, - // INVINCIBLE_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x10ffaaaa, 16.0f, 0x10ffaaaa, 128.0f, 0.0f}, - // GREENSHIELD_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x602b7337, 32.0f, 0x602b7337, 128.0f, 0.0f}, - // BLUESHIELD_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60cb0000, 32.0f, 0x60cb0000, 128.0f, 0.0f}, - - // tall lights - // YELLOWSHIELD_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x601f7baf, 32.0f, 0x601f7baf, 128.0f, 0.0f}, - - // REDSHIELD_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x600000cb, 32.0f, 0x600000cb, 128.0f, 0.0f}, - - // BLACKSHIELD_L // Black light? lol - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60010101, 32.0f, 0x60ff00ff, 128.0f, 0.0f}, - - // WHITESHIELD_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ffffff, 32.0f, 0x60ffffff, 128.0f, 0.0f}, - - // SMALLREDBALL_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 0.0f, 0x302070ff, 32.0f, 0.0f}, - - // small lights - // RINGLIGHT_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60b0f0f0, 0.0f, 0x30b0f0f0, 100.0f, 0.0f}, - // GREENSMALL_L - { LIGHT_SPR, 0.0f, 14.0f, 0x6070ff70, 60.0f, 0x4070ff70, 100.0f, 0.0f}, - // REDSMALL_L - { LIGHT_SPR, 0.0f, 14.0f, 0x705070ff, 60.0f, 0x405070ff, 100.0f, 0.0f}, - - // type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init - // GREENSHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xff00ff00, 64.0f, 0xff00ff00, 256.0f, 0.0f}, - // ORANGESHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xff0080ff, 64.0f, 0xff0080ff, 256.0f, 0.0f}, - // PINKSHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xffe080ff, 64.0f, 0xffe080ff, 256.0f, 0.0f}, - // BLUESHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xffff0000, 64.0f, 0xffff0000, 256.0f, 0.0f}, - // REDSHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xff0000ff, 64.0f, 0xff0000ff, 256.0f, 0.0f}, - // LBLUESHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xffff8080, 64.0f, 0xffff8080, 256.0f, 0.0f}, - // GREYSHINE_L - { LIGHT_SPR, 0.0f, 0.0f, 0xffe0e0e0, 64.0f, 0xffe0e0e0, 256.0f, 0.0f}, - - // monsters - // REDBALL_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060ff, 0.0f, 0x606060ff, 100.0f, 0.0f}, - // GREENBALL_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x6060ff60, 120.0f, 0x6060ff60, 100.0f, 0.0f}, - // BLUEBALL_L - { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ff6060, 120.0f, 0x60ff6060, 100.0f, 0.0f}, - - // NIGHTSLIGHT_L - { LIGHT_SPR, 0.0f, 6.0f, 0x60ffffff, 16.0f, 0x30ffffff, 32.0f, 0.0f}, - - // JETLIGHT_L - { DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ffaaaa, 16.0f, 0x30ffaaaa, 64.0f, 0.0f}, - - // GOOPLIGHT_L - { DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ff00ff, 16.0f, 0x30ff00ff, 32.0f, 0.0f}, - - // STREETLIGHT_L - { LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 64.0f, 0xe0ffffff, 384.0f, 0.0f}, -}; - -light_t *t_lspr[NUMSPRITES] = -{ - &lspr[NOLIGHT], // SPR_NULL - &lspr[NOLIGHT], // SPR_UNKN - - &lspr[NOLIGHT], // SPR_THOK - &lspr[SUPERSONIC_L],// SPR_PLAY - - // Enemies - &lspr[NOLIGHT], // SPR_POSS - &lspr[NOLIGHT], // SPR_SPOS - &lspr[NOLIGHT], // SPR_FISH - &lspr[NOLIGHT], // SPR_BUZZ Graue 03-10-2004 - &lspr[NOLIGHT], // SPR_RBUZ Graue 03-10-2004 - &lspr[NOLIGHT], // SPR_JETB - &lspr[NOLIGHT], // SPR_JETW - &lspr[NOLIGHT], // SPR_JETG - &lspr[NOLIGHT], // SPR_CCOM - &lspr[NOLIGHT], // SPR_DETN - &lspr[NOLIGHT], // SPR_SKIM - &lspr[NOLIGHT], // SPR_TRET - &lspr[NOLIGHT], // SPR_TURR - &lspr[NOLIGHT], // SPR_SHRP - &lspr[NOLIGHT], // SPR_JJAW - &lspr[NOLIGHT], // SPR_SNLR - &lspr[NOLIGHT], // SPR_VLTR - &lspr[NOLIGHT], // SPR_PNTY - &lspr[NOLIGHT], // SPR_ARCH - &lspr[NOLIGHT], // SPR_CBFS - &lspr[NOLIGHT], // SPR_SPSH - &lspr[NOLIGHT], // SPR_ESHI - &lspr[NOLIGHT], // SPR_GSNP - &lspr[NOLIGHT], // SPR_MNUS - &lspr[NOLIGHT], // SPR_SSHL - &lspr[NOLIGHT], // SPR_UNID - &lspr[NOLIGHT], // SPR_BBUZ - - // Generic Boos Items - &lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes - - // Boss 1, (Greenflower) - &lspr[NOLIGHT], // SPR_EGGM - - // Boss 2, (Techno Hill) - &lspr[NOLIGHT], // SPR_EGGN - &lspr[NOLIGHT], // SPR_TNKA - &lspr[NOLIGHT], // SPR_TNKB - &lspr[NOLIGHT], // SPR_SPNK - &lspr[NOLIGHT], // SPR_GOOP - - // Boss 3 (Deep Sea) - &lspr[NOLIGHT], // SPR_EGGO - &lspr[NOLIGHT], // SPR_PRPL - &lspr[NOLIGHT], // SPR_FAKE - - // Boss 4 (Castle Eggman) - &lspr[NOLIGHT], // SPR_EGGP - &lspr[REDBALL_L], // SPR_EFIR - - // Boss 5 (Arid Canyon) - &lspr[NOLIGHT], // SPR_EGGQ - - // Boss 6 (Red Volcano) - &lspr[NOLIGHT], // SPR_EEGR - - // Boss 7 (Dark City) - &lspr[NOLIGHT], // SPR_BRAK - &lspr[NOLIGHT], // SPR_BGOO - &lspr[NOLIGHT], // SPR_BMSL - - // Boss 8 (Egg Rock) - &lspr[NOLIGHT], // SPR_EGGT - - &lspr[NOLIGHT], //SPR_RCKT - &lspr[NOLIGHT], //SPR_ELEC - &lspr[NOLIGHT], //SPR_TARG - &lspr[NOLIGHT], //SPR_NPLM - &lspr[NOLIGHT], //SPR_MNPL - - // Metal Sonic - &lspr[NOLIGHT], // SPR_METL - &lspr[NOLIGHT], // SPR_MSCF - &lspr[NOLIGHT], // SPR_MSCB - - // Collectible Items - &lspr[NOLIGHT], // SPR_RING - &lspr[NOLIGHT], // SPR_TRNG - &lspr[NOLIGHT], // SPR_EMMY - &lspr[BLUEBALL_L], // SPR_TOKE - &lspr[REDBALL_L], // SPR_RFLG - &lspr[BLUEBALL_L], // SPR_BFLG - &lspr[NOLIGHT], // SPR_NWNG - &lspr[NOLIGHT], // SPR_EMBM - &lspr[NOLIGHT], // SPR_CEMG - &lspr[NOLIGHT], // SPR_EMER - - // Interactive Objects - &lspr[NOLIGHT], // SPR_FANS - &lspr[NOLIGHT], // SPR_BUBL - &lspr[NOLIGHT], // SPR_SIGN - &lspr[NOLIGHT], // SPR_STEM - &lspr[NOLIGHT], // SPR_SPIK - &lspr[NOLIGHT], // SPR_SFLM - &lspr[NOLIGHT], // SPR_USPK - &lspr[NOLIGHT], // SPR_STPT - &lspr[NOLIGHT], // SPR_BMNE - - // Monitor Boxes - &lspr[NOLIGHT], // SPR_SRBX - &lspr[NOLIGHT], // SPR_RRBX - &lspr[NOLIGHT], // SPR_BRBX - &lspr[NOLIGHT], // SPR_SHTV - &lspr[NOLIGHT], // SPR_PINV - &lspr[NOLIGHT], // SPR_YLTV - &lspr[NOLIGHT], // SPR_BLTV - &lspr[NOLIGHT], // SPR_BKTV - &lspr[NOLIGHT], // SPR_WHTV - &lspr[NOLIGHT], // SPR_GRTV - &lspr[NOLIGHT], // SPR_ELTV - &lspr[NOLIGHT], // SPR_EGGB - &lspr[NOLIGHT], // SPR_MIXU - &lspr[NOLIGHT], // SPR_RECY - &lspr[NOLIGHT], // SPR_QUES - &lspr[NOLIGHT], // SPR_GBTV - &lspr[NOLIGHT], // SPR_PRUP - &lspr[NOLIGHT], // SPR_PTTV - - // Monitor Miscellany - &lspr[NOLIGHT], // SPR_MTEX - - // Projectiles - &lspr[NOLIGHT], // SPR_MISL - &lspr[NOLIGHT], // SPR_TORP - &lspr[NOLIGHT], // SPR_ENRG - &lspr[NOLIGHT], // SPR_MINE - &lspr[NOLIGHT], // SPR_JBUL - &lspr[SMALLREDBALL_L], // SPR_TRLS - &lspr[NOLIGHT], // SPR_CBLL - &lspr[NOLIGHT], // SPR_AROW - &lspr[NOLIGHT], // SPR_CFIR - - // Greenflower Scenery - &lspr[NOLIGHT], // SPR_FWR1 - &lspr[NOLIGHT], // SPR_FWR2 - &lspr[NOLIGHT], // SPR_FWR3 - &lspr[NOLIGHT], // SPR_FWR4 - &lspr[NOLIGHT], // SPR_BUS1 - &lspr[NOLIGHT], // SPR_BUS2 - - // Techno Hill Scenery - &lspr[NOLIGHT], // SPR_THZP - &lspr[REDBALL_L], // SPR_ALRM - - // Deep Sea Scenery - &lspr[NOLIGHT], // SPR_GARG - &lspr[NOLIGHT], // SPR_SEWE - &lspr[NOLIGHT], // SPR_DRIP - &lspr[NOLIGHT], // SPR_CRL1 - &lspr[NOLIGHT], // SPR_CRL2 - &lspr[NOLIGHT], // SPR_CRL3 - &lspr[NOLIGHT], // SPR_BCRY - - // Castle Eggman Scenery - &lspr[NOLIGHT], // SPR_CHAN - &lspr[REDBALL_L], // SPR_FLAM - &lspr[NOLIGHT], // SPR_ESTA - &lspr[NOLIGHT], // SPR_SMCH - &lspr[NOLIGHT], // SPR_BMCH - &lspr[NOLIGHT], // SPR_SMCE - &lspr[NOLIGHT], // SPR_BMCE - - // Arid Canyon Scenery - &lspr[NOLIGHT], // SPR_BTBL - &lspr[NOLIGHT], // SPR_STBL - &lspr[NOLIGHT], // SPR_CACT - - // Red Volcano Scenery - &lspr[REDBALL_L], // SPR_FLME - &lspr[REDBALL_L], // SPR_DFLM - - // Dark City Scenery - - // Egg Rock Scenery - - // Christmas Scenery - &lspr[NOLIGHT], // SPR_XMS1 - &lspr[NOLIGHT], // SPR_XMS2 - &lspr[NOLIGHT], // SPR_XMS3 - - // Botanic Serenity Scenery - &lspr[NOLIGHT], // SPR_BSZ1 - &lspr[NOLIGHT], // SPR_BSZ2 - &lspr[NOLIGHT], // SPR_BSZ3 - &lspr[NOLIGHT], // SPR_BSZ4 - &lspr[NOLIGHT], // SPR_BSZ5 - &lspr[NOLIGHT], // SPR_BSZ6 - &lspr[NOLIGHT], // SPR_BSZ7 - &lspr[NOLIGHT], // SPR_BSZ8 - - // Stalagmites - &lspr[NOLIGHT], // SPR_STLG - - // Disco Ball - &lspr[NOLIGHT], // SPR_DBAL - - // ATZ Red Crystal - &lspr[NOLIGHT], // SPR_RCRY - - // Powerup Indicators - &lspr[NOLIGHT], // SPR_ARMA - &lspr[NOLIGHT], // SPR_ARMF - &lspr[NOLIGHT], // SPR_ARMB - &lspr[NOLIGHT], // SPR_WIND - &lspr[NOLIGHT], // SPR_MAGN - &lspr[NOLIGHT], // SPR_ELEM - &lspr[NOLIGHT], // SPR_FORC - &lspr[NOLIGHT], // SPR_PITY - &lspr[INVINCIBLE_L], // SPR_IVSP - &lspr[SUPERSPARK_L], // SPR_SSPK - - &lspr[NOLIGHT], // SPR_GOAL - - // Freed Animals - &lspr[NOLIGHT], // SPR_BIRD - &lspr[NOLIGHT], // SPR_BUNY - &lspr[NOLIGHT], // SPR_MOUS - &lspr[NOLIGHT], // SPR_CHIC - &lspr[NOLIGHT], // SPR_COWZ - &lspr[NOLIGHT], // SPR_RBRD - - // Springs - &lspr[NOLIGHT], // SPR_SPRY - &lspr[NOLIGHT], // SPR_SPRR - &lspr[NOLIGHT], // SPR_SPRB Graue - &lspr[NOLIGHT], // SPR_YSPR - &lspr[NOLIGHT], // SPR_RSPR - - // Environmentals Effects - &lspr[NOLIGHT], // SPR_RAIN - &lspr[NOLIGHT], // SPR_SNO1 - &lspr[NOLIGHT], // SPR_SPLH - &lspr[NOLIGHT], // SPR_SPLA - &lspr[NOLIGHT], // SPR_SMOK - &lspr[NOLIGHT], // SPR_BUBP - &lspr[NOLIGHT], // SPR_BUBO - &lspr[NOLIGHT], // SPR_BUBN - &lspr[NOLIGHT], // SPR_BUBM - &lspr[NOLIGHT], // SPR_POPP - &lspr[SUPERSPARK_L], // SPR_TFOG - &lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed - &lspr[NOLIGHT], // SPR_PRTL - - // Game Indicators - &lspr[NOLIGHT], // SPR_SCOR - &lspr[NOLIGHT], // SPR_DRWN - &lspr[NOLIGHT], // SPR_TTAG - &lspr[NOLIGHT], // SPR_GFLG - - // Ring Weapons - &lspr[RINGLIGHT_L], // SPR_RRNG - &lspr[RINGLIGHT_L], // SPR_RNGB - &lspr[RINGLIGHT_L], // SPR_RNGR - &lspr[RINGLIGHT_L], // SPR_RNGI - &lspr[RINGLIGHT_L], // SPR_RNGA - &lspr[RINGLIGHT_L], // SPR_RNGE - &lspr[RINGLIGHT_L], // SPR_RNGS - &lspr[RINGLIGHT_L], // SPR_RNGG - - &lspr[RINGLIGHT_L], // SPR_PIKB - &lspr[RINGLIGHT_L], // SPR_PIKR - &lspr[RINGLIGHT_L], // SPR_PIKA - &lspr[RINGLIGHT_L], // SPR_PIKE - &lspr[RINGLIGHT_L], // SPR_PIKS - &lspr[RINGLIGHT_L], // SPR_PIKG - - &lspr[RINGLIGHT_L], // SPR_TAUT - &lspr[RINGLIGHT_L], // SPR_TGRE - &lspr[RINGLIGHT_L], // SPR_TSCR - - // Mario-specific stuff - &lspr[NOLIGHT], // SPR_COIN - &lspr[NOLIGHT], // SPR_CPRK - &lspr[NOLIGHT], // SPR_GOOM - &lspr[NOLIGHT], // SPR_BGOM - &lspr[REDBALL_L], // SPR_FFWR - &lspr[SMALLREDBALL_L], // SPR_FBLL - &lspr[NOLIGHT], // SPR_SHLL - &lspr[REDBALL_L], // SPR_PUMA - &lspr[NOLIGHT], // SPR_HAMM - &lspr[NOLIGHT], // SPR_KOOP - &lspr[REDBALL_L], // SPR_BFLM - &lspr[NOLIGHT], // SPR_MAXE - &lspr[NOLIGHT], // SPR_MUS1 - &lspr[NOLIGHT], // SPR_MUS2 - &lspr[NOLIGHT], // SPR_TOAD - - // NiGHTS Stuff - &lspr[SUPERSONIC_L], // SPR_NDRN // NiGHTS drone - &lspr[SUPERSONIC_L], // SPR_SUPE // NiGHTS character flying - &lspr[SUPERSONIC_L], // SPR_SUPZ // NiGHTS hurt - &lspr[SUPERSONIC_L], // SPR_NDRL // NiGHTS character drilling - &lspr[NOLIGHT], // SPR_NSPK - &lspr[NOLIGHT], // SPR_NBMP - &lspr[NOLIGHT], // SPR_HOOP - &lspr[NOLIGHT], // SPR_HSCR - &lspr[NOLIGHT], // SPR_NPRU - &lspr[NOLIGHT], // SPR_CAPS - &lspr[SUPERSONIC_L], // SPR_SUPT - - // Debris - &lspr[RINGSPARK_L], // SPR_SPRK - &lspr[NOLIGHT], // SPR_BOM1 - &lspr[SUPERSPARK_L], // SPR_BOM2 - &lspr[SUPERSPARK_L], // SPR_BOM3 - &lspr[NOLIGHT], // SPR_BOM4 - - // Crumbly rocks - &lspr[NOLIGHT], // SPR_ROIA - &lspr[NOLIGHT], // SPR_ROIB - &lspr[NOLIGHT], // SPR_ROIC - &lspr[NOLIGHT], // SPR_ROID - &lspr[NOLIGHT], // SPR_ROIE - &lspr[NOLIGHT], // SPR_ROIF - &lspr[NOLIGHT], // SPR_ROIG - &lspr[NOLIGHT], // SPR_ROIH - &lspr[NOLIGHT], // SPR_ROII - &lspr[NOLIGHT], // SPR_ROIJ - &lspr[NOLIGHT], // SPR_ROIK - &lspr[NOLIGHT], // SPR_ROIL - &lspr[NOLIGHT], // SPR_ROIM - &lspr[NOLIGHT], // SPR_ROIN - &lspr[NOLIGHT], // SPR_ROIO - &lspr[NOLIGHT], // SPR_ROIP - - // Blue Spheres - &lspr[NOLIGHT], // SPR_BBAL - - // Gravity Well Objects - &lspr[NOLIGHT], // SPR_GWLG - &lspr[NOLIGHT], // SPR_GWLR - - // SRB1 Sprites - &lspr[NOLIGHT], // SPR_SRBA - &lspr[NOLIGHT], // SPR_SRBB - &lspr[NOLIGHT], // SPR_SRBC - &lspr[NOLIGHT], // SPR_SRBD - &lspr[NOLIGHT], // SPR_SRBE - &lspr[NOLIGHT], // SPR_SRBF - &lspr[NOLIGHT], // SPR_SRBG - &lspr[NOLIGHT], // SPR_SRBH - &lspr[NOLIGHT], // SPR_SRBI - &lspr[NOLIGHT], // SPR_SRBJ - &lspr[NOLIGHT], // SPR_SRBK - &lspr[NOLIGHT], // SPR_SRBL - &lspr[NOLIGHT], // SPR_SRBM - &lspr[NOLIGHT], // SPR_SRBN - &lspr[NOLIGHT], // SPR_SRBO - - &lspr[NOLIGHT], //"SPRG", - &lspr[NOLIGHT], //"BSPR", - - &lspr[NOLIGHT], //"RNDM", - &lspr[NOLIGHT], //"KFRE", - &lspr[NOLIGHT], //"DRIF", - &lspr[NOLIGHT], //"DSMO", - - &lspr[NOLIGHT], //"FITM", - &lspr[NOLIGHT], //"BANA", - &lspr[NOLIGHT], //"GSHE", - &lspr[NOLIGHT], //"RSHE", - &lspr[NOLIGHT], //"SSMN", - &lspr[NOLIGHT], //"BLIG", - &lspr[NOLIGHT], //"LIGH", - &lspr[NOLIGHT], //"SINK", - &lspr[NOLIGHT], //"SITR", - &lspr[NOLIGHT], //"KBLN", - - &lspr[NOLIGHT], //"LAKI", - - &lspr[NOLIGHT], //"POKE", - &lspr[NOLIGHT], //"AUDI", - &lspr[NOLIGHT], //"DECO", - &lspr[NOLIGHT], //"DOOD", - &lspr[NOLIGHT], //"SNES", - &lspr[NOLIGHT], //"GBAS", - &lspr[NOLIGHT], //"SPRS", - &lspr[NOLIGHT], //"BUZB", - &lspr[NOLIGHT], //"CHOM", - &lspr[NOLIGHT], //"SACO", - &lspr[NOLIGHT], //"CRAB", - &lspr[NOLIGHT], //"SHAD", - - &lspr[NOLIGHT], //"BUMP", - &lspr[NOLIGHT], //"FLEN", - &lspr[NOLIGHT], //"CLAS", - &lspr[NOLIGHT], //"PSHW", - - &lspr[NOLIGHT], //"ARRO", - - &lspr[NOLIGHT], //"PBOM" - - // Free slots - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], - &lspr[NOLIGHT], -}; - -#ifdef ALAM_LIGHTING - -//============================================================================= -// PROTOS -//============================================================================= - -static void HWR_SetLight(void); - -// -------------------------------------------------------------------------- -// calcul la projection d'un point sur une droite (determin� par deux -// points) et ensuite calcul la distance (au carr� de ce point au point -// project�sur cette droite -// -------------------------------------------------------------------------- -static float HWR_DistP2D(FOutVector *p1, FOutVector *p2, FVector *p3, FVector *inter) -{ - if (p1->z == p2->z) - { - inter->x = p3->x; - inter->z = p1->z; - } - else if (p1->x == p2->x) - { - inter->x = p1->x; - inter->z = p3->z; - } - else - { - register float local, pente; - // Wat een mooie formula! Hurdler's math;-) - pente = (p1->z-p2->z) / (p1->x-p2->x); - local = p1->z - p1->x*pente; - inter->x = (p3->z - local + p3->x/pente) * (pente/(pente*pente+1)); - inter->z = inter->x*pente + local; - } - - return (p3->x-inter->x)*(p3->x-inter->x) + (p3->z-inter->z)*(p3->z-inter->z); -} - -// check if sphere (radius r) centred in p3 touch the bounding box defined by p1, p2 -static boolean SphereTouchBBox3D(FOutVector *p1, FOutVector *p2, FVector *p3, float r) -{ - float minx = p1->x,maxx = p2->x,miny = p2->y,maxy = p1->y,minz = p2->z,maxz = p1->z; - - if (minx > maxx) - { - minx = maxx; - maxx = p1->x; - } - if (miny > maxy) - { - miny = maxy; - maxy = p2->y; - } - if (minz > maxz) - { - minz = maxz; - maxz = p2->z; - } - - if (minx-r > p3->x) return false; - if (maxx+r < p3->x) return false; - if (miny-r > p3->y) return false; - if (maxy+r < p3->y) return false; - if (minz-r > p3->z) return false; - if (maxz+r < p3->z) return false; - return true; -} - -// Hurdler: The old code was removed by me because I don't think it will be used one day. -// (It's still available on the CVS for educational purpose: Revision 1.8) - -// -------------------------------------------------------------------------- -// calcul du dynamic lighting sur les murs -// lVerts contient les coords du mur sans le mlook (up/down) -// -------------------------------------------------------------------------- -void HWR_WallLighting(FOutVector *wlVerts) -{ - int i, j; - - // dynlights->nb == 0 if cv_grdynamiclighting.value is not set - for (j = 0; j < dynlights->nb; j++) - { - FVector inter; - FSurfaceInfo Surf; - float dist_p2d, d[4], s; - - // check bounding box first - if (SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), DL_RADIUS(j))==false) - continue; - d[0] = wlVerts[2].x - wlVerts[0].x; - d[1] = wlVerts[2].z - wlVerts[0].z; - d[2] = LIGHT_POS(j).x - wlVerts[0].x; - d[3] = LIGHT_POS(j).z - wlVerts[0].z; - // backface cull - if (d[2]*d[1] - d[3]*d[0] < 0) - continue; - // check exact distance - dist_p2d = HWR_DistP2D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), &inter); - if (dist_p2d >= DL_SQRRADIUS(j)) - continue; - - d[0] = (float)sqrt((wlVerts[0].x-inter.x)*(wlVerts[0].x-inter.x) - + (wlVerts[0].z-inter.z)*(wlVerts[0].z-inter.z)); - d[1] = (float)sqrt((wlVerts[2].x-inter.x)*(wlVerts[2].x-inter.x) - + (wlVerts[2].z-inter.z)*(wlVerts[2].z-inter.z)); - //dAB = sqrtf((wlVerts[0].x-wlVerts[2].x)*(wlVerts[0].x-wlVerts[2].x)+(wlVerts[0].z-wlVerts[2].z)*(wlVerts[0].z-wlVerts[2].z)); - //if ((d[0] < dAB) && (d[1] < dAB)) // test if the intersection is on the wall - //{ - // d[0] = -d[0]; // if yes, the left distcance must be negative for texcoord - //} - // test if the intersection is on the wall - if ((wlVerts[0].x < inter.x && wlVerts[2].x > inter.x) || - (wlVerts[0].x > inter.x && wlVerts[2].x < inter.x) || - (wlVerts[0].z < inter.z && wlVerts[2].z > inter.z) || - (wlVerts[0].z > inter.z && wlVerts[2].z < inter.z)) - { - d[0] = -d[0]; // if yes, the left distcance must be negative for texcoord - } - d[2] = d[1]; d[3] = d[0]; -#ifdef DL_HIGH_QUALITY - s = 0.5f / DL_RADIUS(j); -#else - s = 0.5f / sqrtf(DL_SQRRADIUS(j)-dist_p2d); -#endif - for (i = 0; i < 4; i++) - { - wlVerts[i].sow = (float)(0.5f + d[i]*s); - wlVerts[i].tow = (float)(0.5f + (wlVerts[i].y-LIGHT_POS(j).y)*s*1.2f); - } - - HWR_SetLight(); - - Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); -#ifdef DL_HIGH_QUALITY - Surf.FlatColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); -#endif - if (!dynlights->mo[j]->state) - return; - // next state is null so fade out with alpha - if (dynlights->mo[j]->state->nextstate == S_NULL) - Surf.FlatColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); - - HWD.pfnDrawPolygon (&Surf, wlVerts, 4, LIGHTMAPFLAGS); - - } // end for (j = 0; j < dynlights->nb; j++) -} - -// -------------------------------------------------------------------------- -// calcul du dynamic lighting sur le sol -// clVerts contient les coords du sol avec le mlook (up/down) -// -------------------------------------------------------------------------- -void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts) -{ - int i, j; - FOutVector p1,p2; - - p1.z = FIXED_TO_FLOAT(hwbbox[BOXTOP ]); - p1.x = FIXED_TO_FLOAT(hwbbox[BOXLEFT ]); - p2.z = FIXED_TO_FLOAT(hwbbox[BOXBOTTOM]); - p2.x = FIXED_TO_FLOAT(hwbbox[BOXRIGHT ]); - p2.y = clVerts[0].y; - p1.y = clVerts[0].y; - - for (j = 0; j < dynlights->nb; j++) - { - FSurfaceInfo Surf; - float dist_p2d, s; - - // BP: The kickass Optimization: check if light touch bounding box - if (SphereTouchBBox3D(&p1, &p2, &dynlights->position[j], DL_RADIUS(j))==false) - continue; - // backface cull - //Hurdler: doesn't work with new TANDL code - if ((clVerts[0].y > atransform.z) // true mean it is a ceiling false is a floor - ^ (LIGHT_POS(j).y < clVerts[0].y)) // true mean light is down plane false light is up plane - continue; - dist_p2d = (clVerts[0].y-LIGHT_POS(j).y); - dist_p2d *= dist_p2d; - // done in SphereTouchBBox3D - //if (dist_p2d >= DL_SQRRADIUS(j)) - // continue; - -#ifdef DL_HIGH_QUALITY - s = 0.5f / DL_RADIUS(j); -#else - s = 0.5f / sqrtf(DL_SQRRADIUS(j)-dist_p2d); -#endif - for (i = 0; i < nrClipVerts; i++) - { - clVerts[i].sow = 0.5f + (clVerts[i].x-LIGHT_POS(j).x)*s; - clVerts[i].tow = 0.5f + (clVerts[i].z-LIGHT_POS(j).z)*s*1.2f; - } - - HWR_SetLight(); - - Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color); -#ifdef DL_HIGH_QUALITY - Surf.FlatColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); -#endif - if (!dynlights->mo[j]->state) - return; - // next state is null so fade out with alpha - if ((dynlights->mo[j]->state->nextstate == S_NULL)) - Surf.FlatColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); - - HWD.pfnDrawPolygon (&Surf, clVerts, nrClipVerts, LIGHTMAPFLAGS); - - } // end for (j = 0; j < dynlights->nb; j++) -} - - -static lumpnum_t coronalumpnum = LUMPERROR; -#ifndef NEWCORONAS -// -------------------------------------------------------------------------- -// coronas lighting -// -------------------------------------------------------------------------- -void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr) -{ - light_t *p_lspr; - - if (coronalumpnum == LUMPERROR) - return; - - //CONS_Debug(DBG_RENDER, "sprite (type): %d (%s)\n", spr->type, sprnames[spr->type]); - p_lspr = t_lspr[spr->mobj->sprite]; - if ((spr->mobj->state>=&states[S_EXPLODE1] && spr->mobj->state<=&states[S_EXPLODE3]) - || (spr->mobj->state>=&states[S_FATSHOTX1] && spr->mobj->state<=&states[S_FATSHOTX3])) - { - p_lspr = &lspr[ROCKETEXP_L]; - } - - if (cv_grcoronas.value && (p_lspr->type & CORONA_SPR)) - { // it's an object which emits light - FOutVector light[4]; - FSurfaceInfo Surf; - float cx = 0.0f, cy = 0.0f, cz = 0.0f; // gravity center - float size; - UINT8 i; - - switch (p_lspr->type) - { - case LIGHT_SPR: - size = p_lspr->corona_radius * ((outVerts[0].z+120.0f)/950.0f); // d'ou vienne ces constante ? - break; - case ROCKET_SPR: - p_lspr->corona_color = (((M_RandomByte()>>1)&0xff)<<24)|0x0040ff; - // don't need a break - case CORONA_SPR: - size = p_lspr->corona_radius * ((outVerts[0].z+60.0f)/100.0f); // d'ou vienne ces constante ? - break; - default: - I_Error("HWR_DoCoronasLighting: unknow light type %d",p_lspr->type); - return; - } - if (size > p_lspr->corona_radius) - size = p_lspr->corona_radius; - size *= FIXED_TO_FLOAT(cv_grcoronasize.value<<1); - - // compute position doing average - for (i = 0; i < 4; i++) - { - cx += outVerts[i].x; - cy += outVerts[i].y; - cz += outVerts[i].z; - } - cx /= 4.0f; cy /= 4.0f; cz /= 4.0f; - - // more realistique corona ! - if (cz >= 255*8+250) - return; - Surf.FlatColor.rgba = p_lspr->corona_color; - if (cz > 250.0f) - Surf.FlatColor.s.alpha = 0xff-((int)cz-250)/8; - else - Surf.FlatColor.s.alpha = 0xff; - - // do not be hide by sprite of the light itself ! - cz = cz - 2.0f; - - // Bp; je comprend pas, ou est la rotation haut/bas ? - // tu ajoute un offset a y mais si la tu la reguarde de haut - // sa devrais pas marcher ... comprend pas :( - // (...) bon je croit que j'ai comprit il est tout pourit le code ? - // car comme l'offset est minime sa ce voit pas ! - light[0].x = cx-size; light[0].z = cz; - light[0].y = cy-size*1.33f+p_lspr->light_yoffset; - light[0].sow = 0.0f; light[0].tow = 0.0f; - - light[1].x = cx+size; light[1].z = cz; - light[1].y = cy-size*1.33f+p_lspr->light_yoffset; - light[1].sow = 1.0f; light[1].tow = 0.0f; - - light[2].x = cx+size; light[2].z = cz; - light[2].y = cy+size*1.33f+p_lspr->light_yoffset; - light[2].sow = 1.0f; light[2].tow = 1.0f; - - light[3].x = cx-size; light[3].z = cz; - light[3].y = cy+size*1.33f+p_lspr->light_yoffset; - light[3].sow = 0.0f; light[3].tow = 1.0f; - - HWR_GetPic(coronalumpnum); /// \todo use different coronas - - HWD.pfnDrawPolygon (&Surf, light, 4, PF_Modulated | PF_Additive | PF_Clip | PF_Corona | PF_NoDepthTest); - } -} -#endif - -#ifdef NEWCORONAS -// use the lightlist of the frame to draw the coronas at the top of everythink -void HWR_DrawCoronas(void) -{ - int j; - - if (!cv_grcoronas.value || dynlights->nb <= 0 || coronalumpnum == LUMPERROR) - return; - - HWR_GetPic(coronalumpnum); /// \todo use different coronas - for (j = 0;j < dynlights->nb;j++) - { - FOutVector light[4]; - FSurfaceInfo Surf; - float cx = LIGHT_POS(j).x; - float cy = LIGHT_POS(j).y; - float cz = LIGHT_POS(j).z; // gravity center - float size; - light_t *p_lspr = dynlights->p_lspr[j]; - - // it's an object which emits light - if (!(p_lspr->type & CORONA_SPR)) - continue; - - transform(&cx,&cy,&cz); - - // more realistique corona ! - if (cz >= 255*8+250) - continue; - Surf.FlatColor.rgba = p_lspr->corona_color; - if (cz > 250.0f) - Surf.FlatColor.s.alpha = (UINT8)(0xff-(UINT8)(((int)cz-250)/8)); - else - Surf.FlatColor.s.alpha = 0xff; - - switch (p_lspr->type) - { - case LIGHT_SPR: - size = p_lspr->corona_radius * ((cz+120.0f)/950.0f); // d'ou vienne ces constante ? - break; - case ROCKET_SPR: - Surf.FlatColor.s.alpha = (UINT8)((M_RandomByte()>>1)&0xff); - // don't need a break - case CORONA_SPR: - size = p_lspr->corona_radius * ((cz+60.0f)/100.0f); // d'ou vienne ces constante ? - break; - default: - I_Error("HWR_DoCoronasLighting: unknow light type %d",p_lspr->type); - continue; - } - if (size > p_lspr->corona_radius) - size = p_lspr->corona_radius; - size = (float)(FIXED_TO_FLOAT(cv_grcoronasize.value<<1)*size); - - // put light little forward the sprite so there is no - // z-buffer problem (coplanar polygons) - // BP: use PF_Decal do not help :( - cz = cz - 5.0f; - - light[0].x = cx-size; light[0].z = cz; - light[0].y = cy-size*1.33f; - light[0].sow = 0.0f; light[0].tow = 0.0f; - - light[1].x = cx+size; light[1].z = cz; - light[1].y = cy-size*1.33f; - light[1].sow = 1.0f; light[1].tow = 0.0f; - - light[2].x = cx+size; light[2].z = cz; - light[2].y = cy+size*1.33f; - light[2].sow = 1.0f; light[2].tow = 1.0f; - - light[3].x = cx-size; light[3].z = cz; - light[3].y = cy+size*1.33f; - light[3].sow = 0.0f; light[3].tow = 1.0f; - - HWD.pfnDrawPolygon (&Surf, light, 4, PF_Modulated | PF_Additive | PF_Clip | PF_NoDepthTest | PF_Corona); - } -} -#endif - -// -------------------------------------------------------------------------- -// Remove all the dynamic lights at eatch frame -// -------------------------------------------------------------------------- -void HWR_ResetLights(void) -{ - dynlights->nb = 0; -} - -// -------------------------------------------------------------------------- -// Change view, thus change lights (splitscreen) -// -------------------------------------------------------------------------- -void HWR_SetLights(int viewnumber) -{ - dynlights = &view_dynlights[viewnumber]; -} - -// -------------------------------------------------------------------------- -// Add a light for dynamic lighting -// The light position is already transformed execpt for mlook -// -------------------------------------------------------------------------- -void HWR_DL_AddLight(gr_vissprite_t *spr, GLPatch_t *patch) -{ - light_t *p_lspr; - - //Hurdler: moved here because it's better;-) - (void)patch; - if (!cv_grdynamiclighting.value) - return; - - if (!spr->mobj) -#ifdef PARANOIA - I_Error("vissprite without mobj !!!"); -#else - return; -#endif - - // check if sprite contain dynamic light - p_lspr = t_lspr[spr->mobj->sprite]; - if ((p_lspr->type&DYNLIGHT_SPR) - && ((p_lspr->type != LIGHT_SPR) || cv_grstaticlighting.value) - && (dynlights->nb < DL_MAX_LIGHT) - - && spr->mobj->state) - { - LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(spr->mobj->x); - LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset; - LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y); - - P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj); - - dynlights->p_lspr[dynlights->nb] = p_lspr; - - dynlights->nb++; - } -} - -static GLPatch_t lightmappatch; - -void HWR_InitLight(void) -{ - size_t i; - - // precalculate sqr radius - for (i = 0;i < NUMLIGHTS;i++) - lspr[i].dynamic_sqrradius = lspr[i].dynamic_radius*lspr[i].dynamic_radius; - - lightmappatch.mipmap.downloaded = false; - coronalumpnum = W_CheckNumForName("CORONA"); -} - -// -----------------+ -// HWR_SetLight : Download a disc shaped alpha map for rendering fake lights -// -----------------+ -static void HWR_SetLight(void) -{ - int i, j; - - if (!lightmappatch.mipmap.downloaded && !lightmappatch.mipmap.grInfo.data) - { - - UINT16 *Data = Z_Malloc(129*128*sizeof (UINT16), PU_HWRCACHE, &lightmappatch.mipmap.grInfo.data); - - for (i = 0; i < 128; i++) - { - for (j = 0; j < 128; j++) - { - int pos = ((i-64)*(i-64))+((j-64)*(j-64)); - if (pos <= 63*63) - Data[i*128+j] = (UINT16)(((UINT8)(255-(4*(float)sqrt((float)pos)))) << 8 | 0xff); - else - Data[i*128+j] = 0; - } - } - lightmappatch.mipmap.grInfo.format = GR_TEXFMT_ALPHA_INTENSITY_88; - - lightmappatch.width = 128; - lightmappatch.height = 128; - lightmappatch.mipmap.width = 128; - lightmappatch.mipmap.height = 128; - lightmappatch.mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_128; - lightmappatch.mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_128; - lightmappatch.mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1; - lightmappatch.mipmap.flags = 0; //TF_WRAPXY; // DEBUG: view the overdraw ! - } - HWD.pfnSetTexture(&lightmappatch.mipmap); - - // The system-memory data can be purged now. - Z_ChangeTag(lightmappatch.mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED); -} - -//********************************************************** -// Hurdler: new code for faster static lighting and and T&L -//********************************************************** - -#ifdef STATICLIGHT -// is this really necessary? -static sector_t *lgr_backsector; -static seg_t *lgr_curline; -#endif - -// p1 et p2 c'est le deux bou du seg en float -static inline void HWR_BuildWallLightmaps(FVector *p1, FVector *p2, int lighnum, seg_t *line) -{ - lightmap_t *lp; - - // (...) calcul presit de la projection et de la distance - -// if (dist_p2d >= DL_SQRRADIUS(lightnum)) -// return; - - // (...) attention faire le backfase cull histoir de faire mieux que Q3 ! - - (void)lighnum; - (void)p1; - (void)p2; - lp = malloc(sizeof (*lp)); - lp->next = line->lightmaps; - line->lightmaps = lp; - - // (...) encore des b�calcul bien lourd et on stock tout sa dans la lightmap -} - -#ifdef STATICLIGHT -static void HWR_AddLightMapForLine(int lightnum, seg_t *line) -{ - /* - int x1; - int x2; - angle_t angle1; - angle_t angle2; - angle_t span; - angle_t tspan; - */ - FVector p1,p2; - - lgr_curline = line; - lgr_backsector = line->backsector; - - // Reject empty lines used for triggers and special events. - // Identical floor and ceiling on both sides, - // identical light levels on both sides, - // and no middle texture. -/* - if ( lgr_backsector->ceilingpic == gr_frontsector->ceilingpic - && lgr_backsector->floorpic == gr_frontsector->floorpic - && lgr_backsector->lightlevel == gr_frontsector->lightlevel - && lgr_curline->sidedef->midtexture == 0) - { - return; - } -*/ - - p1.y = FIXED_TO_FLOAT(lgr_curline->v1->y); - p1.x = FIXED_TO_FLOAT(lgr_curline->v1->x); - p2.y = FIXED_TO_FLOAT(lgr_curline->v2->y); - p2.x = FIXED_TO_FLOAT(lgr_curline->v2->x); - - // check bbox of the seg -// if (CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false) -// return; - - HWR_BuildWallLightmaps(&p1, &p2, lightnum, line); -} - -/// \todo see what HWR_AddLine does -static void HWR_CheckSubsector(size_t num, fixed_t *bbox) -{ - int count; - seg_t *line; - subsector_t *sub; - FVector p1,p2; - int lightnum; - - p1.y = FIXED_TO_FLOAT(bbox[BOXTOP ]); - p1.x = FIXED_TO_FLOAT(bbox[BOXLEFT ]); - p2.y = FIXED_TO_FLOAT(bbox[BOXBOTTOM]); - p2.x = FIXED_TO_FLOAT(bbox[BOXRIGHT ]); - - - if (num < numsubsectors) - { - sub = &subsectors[num]; // subsector - for (lightnum = 0; lightnum < dynlights->nb; lightnum++) - { -// if (CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false) -// continue; - - count = sub->numlines; // how many linedefs - line = &segs[sub->firstline]; // first line seg - while (count--) - { - HWR_AddLightMapForLine (lightnum, line); // compute lightmap - line++; - } - } - } -} - - -// -------------------------------------------------------------------------- -// Hurdler: this adds lights by mobj. -// -------------------------------------------------------------------------- -static void HWR_AddMobjLights(mobj_t *thing) -{ - if (t_lspr[thing->sprite]->type & CORONA_SPR) - { - LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(thing->x); - LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset; - LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y); - - dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite]; - - dynlights->nb++; - if (dynlights->nb > DL_MAX_LIGHT) - dynlights->nb = DL_MAX_LIGHT; - } -} - -//Hurdler: The goal of this function is to walk through all the bsp starting -// on the top. -// We need to do that to know all the lights in the map and all the walls -static void HWR_ComputeLightMapsInBSPNode(int bspnum, fixed_t *bbox) -{ - if (bspnum & NF_SUBSECTOR) // Found a subsector? - { - if (bspnum == -1) - HWR_CheckSubsector(0, bbox); // probably unecessary: see boris' comment in hw_bsp - else - HWR_CheckSubsector(bspnum&(~NF_SUBSECTOR), bbox); - return; - } - HWR_ComputeLightMapsInBSPNode(nodes[bspnum].children[0], nodes[bspnum].bbox[0]); - HWR_ComputeLightMapsInBSPNode(nodes[bspnum].children[1], nodes[bspnum].bbox[1]); -} - -static void HWR_SearchLightsInMobjs(void) -{ - thinker_t * th; - //mobj_t * mobj; - - // search in the list of thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - // a mobj ? - if (th->function.acp1 == (actionf_p1)P_MobjThinker) - HWR_AddMobjLights((mobj_t *)th); - } -} -#endif - -// -// HWR_CreateStaticLightmaps() -// -void HWR_CreateStaticLightmaps(int bspnum) -{ -#ifdef STATICLIGHT - CONS_Debug(DBG_RENDER, "HWR_CreateStaticLightmaps\n"); - - dynlights->nb = 0; - - // First: Searching for lights - // BP: if i was you, I will make it in create mobj since mobj can be create - // at runtime now with fragle scipt - HWR_SearchLightsInMobjs(); - CONS_Debug(DBG_RENDER, "%d lights found\n", dynlights->nb); - - // Second: Build all lightmap for walls covered by lights - validcount++; // to be sure - HWR_ComputeLightMapsInBSPNode(bspnum, NULL); - - dynlights->nb = 0; -#else - (void)bspnum; -#endif -} - -/** - \todo - - - Les coronas ne sont pas g�er avec le nouveau systeme, seul le dynamic lighting l'est - - calculer l'offset des coronas au chargement du level et non faire la moyenne - au moment de l'afficher - BP: euh non en fait il faux encoder la position de la light dans le sprite - car c'est pas focement au mileux de plus il peut en y avoir plusieur (chandelier) - - changer la comparaison pour l'affichage des coronas (+ un epsilon) - BP: non non j'ai trouver mieux :) : lord du AddSprite tu rajoute aussi la coronas - dans la sprite list ! avec un z de epsilon (attention au ZCLIP_PLANE) et donc on - l'affiche en dernier histoir qu'il puisse etre cacher par d'autre sprite :) - Bon fait metre pas mal de code special dans hwr_project sprite mais sa vaux le - coup - - gerer dynamic et static : retenir le nombre de lightstatic et clearer toute les - light > lightstatic (les dynamique) et les lightmap correspondant dans les segs - puit refaire une passe avec le code si dessus mais rien que pour les dynamiques - (tres petite modification) - - finalement virer le hack splitscreen, il n'est plus necessaire ! -*/ -#endif -#endif // HWRENDER +#endif // HWRENDER \ No newline at end of file diff --git a/src/hardware/hw_light.h b/src/hardware/hw_light.h index 2733cc69..fbc1d1f2 100644 --- a/src/hardware/hw_light.h +++ b/src/hardware/hw_light.h @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief Dynamic lighting & coronas add on by Hurdler @@ -22,79 +17,4 @@ #include "hw_glob.h" #include "hw_defs.h" -#define NUMLIGHTFREESLOTS 32 // Free light slots (for SOCs) - -#ifdef ALAM_LIGHTING -#define NEWCORONAS - -#define DL_MAX_LIGHT 256 // maximum number of lights (extra lights are ignored) - -void HWR_InitLight(void); -void HWR_DL_AddLight(gr_vissprite_t *spr, GLPatch_t *patch); -void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts); -void HWR_WallLighting(FOutVector *wlVerts); -void HWR_ResetLights(void); -void HWR_SetLights(int viewnumber); - -#ifdef NEWCORONAS -void HWR_DrawCoronas(void); -#else -void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr); -#endif - -typedef struct -{ - int nb; - light_t *p_lspr[DL_MAX_LIGHT]; - FVector position[DL_MAX_LIGHT]; // actually maximum DL_MAX_LIGHT lights - mobj_t *mo[DL_MAX_LIGHT]; -} dynlights_t; - -#endif - -typedef enum -{ - NOLIGHT = 0, - RINGSPARK_L, - SUPERSONIC_L, // Cool. =) - SUPERSPARK_L, - INVINCIBLE_L, - GREENSHIELD_L, - BLUESHIELD_L, - YELLOWSHIELD_L, - REDSHIELD_L, - BLACKSHIELD_L, - WHITESHIELD_L, - SMALLREDBALL_L, - RINGLIGHT_L, - GREENSMALL_L, - REDSMALL_L, - GREENSHINE_L, - ORANGESHINE_L, - PINKSHINE_L, - BLUESHINE_L, - REDSHINE_L, - LBLUESHINE_L, - GREYSHINE_L, - REDBALL_L, - GREENBALL_L, - BLUEBALL_L, - NIGHTSLIGHT_L, - JETLIGHT_L, - GOOPLIGHT_L, - STREETLIGHT_L, - - // free slots for SOCs at run-time -------------------- - FREESLOT0_L, - // - // ... 32 free lights here ... - // - LASTFREESLOT_L = (FREESLOT0_L+NUMLIGHTFREESLOTS-1), - // end of freeslots --------------------------------------------- - - NUMLIGHTS -} lightspritenum_t; - -extern light_t lspr[NUMLIGHTS]; -extern light_t *t_lspr[NUMSPRITES]; #endif diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 63cde0ca..0c23c00d 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2 @@ -21,9 +16,12 @@ #include "../doomstat.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" -#include "hw_light.h" #include "hw_drv.h" +#include "hw_md2.h" +#include "hw_clip.h" +#include "hw_light.h" #include "../i_video.h" // for rendermode == render_glide #include "../v_video.h" @@ -39,19 +37,12 @@ #include "../st_stuff.h" #include "../i_system.h" #include "../m_cheat.h" + #ifdef ESLOPE #include "../p_slopes.h" #endif -#include "hw_md2.h" -#ifdef NEWCLIP -#include "hw_clip.h" -#endif - -#define R_FAKEFLOORS -#define HWPRECIP -#define SORTING -//#define POLYSKY +#define ABS(x) ((x) < 0 ? -(x) : (x)) // ========================================================================== // the hardware driver object @@ -59,37 +50,14 @@ struct hwdriver_s hwdriver; // ========================================================================== -// PROTOS +// Commands and console variables // ========================================================================== - -static void HWR_AddSprites(sector_t *sec); -static void HWR_ProjectSprite(mobj_t *thing); -#ifdef HWPRECIP -static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); -#endif - -#ifdef SORTING -void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); -void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); -#else -static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight, - INT32 lightlevel, INT32 alpha, sector_t *FOFSector); -static void HWR_Render3DWater(void); -static void HWR_RenderTransparentWalls(void); -#endif -static void HWR_FoggingOn(void); -static UINT32 atohex(const char *s); - static void CV_filtermode_ONChange(void); static void CV_anisotropic_ONChange(void); -static void CV_FogDensity_ONChange(void); -// ========================================================================== -// 3D ENGINE COMMANDS & CONSOLE VARS -// ========================================================================== +static void CV_grFov_OnChange(void); +static CV_PossibleValue_t grfov_cons_t[] = {{0, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}}; static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, {HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"}, @@ -98,35 +66,17 @@ static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSA {0, NULL}}; CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}}; -boolean drawsky = true; - -// needs fix: walls are incorrectly clipped one column less -#ifndef NEWCLIP -static consvar_t cv_grclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -#endif -//development variables for diverse uses -static consvar_t cv_gralpha = {"gr_alpha", "160", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL}; -static consvar_t cv_grbeta = {"gr_beta", "0", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL}; - -static float HWRWipeCounter = 1.0f; consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grfogdensity = {"gr_fogdensity", "150", CV_CALL|CV_NOINIT, CV_Unsigned, - CV_FogDensity_ONChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grfov = {"gr_fov", "90", CV_FLOAT|CV_CALL, grfov_cons_t, CV_grFov_OnChange, 0, NULL, NULL, 0, 0, NULL}; // Unfortunately, this can no longer be saved.. consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_CALL, grfiltermode_cons_t, CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL, granisotropicmode_cons_t, CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL}; -//static consvar_t cv_grzbuffer = {"gr_zbuffer", "On", 0, CV_OnOff}; consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -static void CV_FogDensity_ONChange(void) -{ - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value); -} - static void CV_filtermode_ONChange(void) { HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value); @@ -137,366 +87,151 @@ static void CV_anisotropic_ONChange(void) HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value); } -/* - * lookuptable for lightvalues - * calculated as follow: - * floatlight = (1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma)); - * gamma=-0,2;-2,0;-4,0;-6,0;-8,0 - * light = 0,0 .. 1,0 - */ -static const float lighttable[5][256] = -{ - { - 0.00000f,0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00001f,0.00002f,0.00003f,0.00004f, - 0.00006f,0.00008f,0.00010f,0.00013f,0.00017f,0.00020f,0.00025f,0.00030f,0.00035f,0.00041f, - 0.00048f,0.00056f,0.00064f,0.00073f,0.00083f,0.00094f,0.00106f,0.00119f,0.00132f,0.00147f, - 0.00163f,0.00180f,0.00198f,0.00217f,0.00237f,0.00259f,0.00281f,0.00305f,0.00331f,0.00358f, - 0.00386f,0.00416f,0.00447f,0.00479f,0.00514f,0.00550f,0.00587f,0.00626f,0.00667f,0.00710f, - 0.00754f,0.00800f,0.00848f,0.00898f,0.00950f,0.01003f,0.01059f,0.01117f,0.01177f,0.01239f, - 0.01303f,0.01369f,0.01437f,0.01508f,0.01581f,0.01656f,0.01734f,0.01814f,0.01896f,0.01981f, - 0.02069f,0.02159f,0.02251f,0.02346f,0.02444f,0.02544f,0.02647f,0.02753f,0.02862f,0.02973f, - 0.03088f,0.03205f,0.03325f,0.03448f,0.03575f,0.03704f,0.03836f,0.03971f,0.04110f,0.04252f, - 0.04396f,0.04545f,0.04696f,0.04851f,0.05009f,0.05171f,0.05336f,0.05504f,0.05676f,0.05852f, - 0.06031f,0.06214f,0.06400f,0.06590f,0.06784f,0.06981f,0.07183f,0.07388f,0.07597f,0.07810f, - 0.08027f,0.08248f,0.08473f,0.08702f,0.08935f,0.09172f,0.09414f,0.09659f,0.09909f,0.10163f, - 0.10421f,0.10684f,0.10951f,0.11223f,0.11499f,0.11779f,0.12064f,0.12354f,0.12648f,0.12946f, - 0.13250f,0.13558f,0.13871f,0.14188f,0.14511f,0.14838f,0.15170f,0.15507f,0.15850f,0.16197f, - 0.16549f,0.16906f,0.17268f,0.17635f,0.18008f,0.18386f,0.18769f,0.19157f,0.19551f,0.19950f, - 0.20354f,0.20764f,0.21179f,0.21600f,0.22026f,0.22458f,0.22896f,0.23339f,0.23788f,0.24242f, - 0.24702f,0.25168f,0.25640f,0.26118f,0.26602f,0.27091f,0.27587f,0.28089f,0.28596f,0.29110f, - 0.29630f,0.30156f,0.30688f,0.31226f,0.31771f,0.32322f,0.32879f,0.33443f,0.34013f,0.34589f, - 0.35172f,0.35761f,0.36357f,0.36960f,0.37569f,0.38185f,0.38808f,0.39437f,0.40073f,0.40716f, - 0.41366f,0.42022f,0.42686f,0.43356f,0.44034f,0.44718f,0.45410f,0.46108f,0.46814f,0.47527f, - 0.48247f,0.48974f,0.49709f,0.50451f,0.51200f,0.51957f,0.52721f,0.53492f,0.54271f,0.55058f, - 0.55852f,0.56654f,0.57463f,0.58280f,0.59105f,0.59937f,0.60777f,0.61625f,0.62481f,0.63345f, - 0.64217f,0.65096f,0.65984f,0.66880f,0.67783f,0.68695f,0.69615f,0.70544f,0.71480f,0.72425f, - 0.73378f,0.74339f,0.75308f,0.76286f,0.77273f,0.78268f,0.79271f,0.80283f,0.81304f,0.82333f, - 0.83371f,0.84417f,0.85472f,0.86536f,0.87609f,0.88691f,0.89781f,0.90880f,0.91989f,0.93106f, - 0.94232f,0.95368f,0.96512f,0.97665f,0.98828f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00007f,0.00010f, - 0.00014f,0.00019f,0.00024f,0.00031f,0.00038f,0.00047f,0.00057f,0.00069f,0.00081f,0.00096f, - 0.00112f,0.00129f,0.00148f,0.00170f,0.00193f,0.00218f,0.00245f,0.00274f,0.00306f,0.00340f, - 0.00376f,0.00415f,0.00456f,0.00500f,0.00547f,0.00597f,0.00649f,0.00704f,0.00763f,0.00825f, - 0.00889f,0.00957f,0.01029f,0.01104f,0.01182f,0.01264f,0.01350f,0.01439f,0.01532f,0.01630f, - 0.01731f,0.01836f,0.01945f,0.02058f,0.02176f,0.02298f,0.02424f,0.02555f,0.02690f,0.02830f, - 0.02974f,0.03123f,0.03277f,0.03436f,0.03600f,0.03768f,0.03942f,0.04120f,0.04304f,0.04493f, - 0.04687f,0.04886f,0.05091f,0.05301f,0.05517f,0.05738f,0.05964f,0.06196f,0.06434f,0.06677f, - 0.06926f,0.07181f,0.07441f,0.07707f,0.07979f,0.08257f,0.08541f,0.08831f,0.09126f,0.09428f, - 0.09735f,0.10048f,0.10368f,0.10693f,0.11025f,0.11362f,0.11706f,0.12056f,0.12411f,0.12773f, - 0.13141f,0.13515f,0.13895f,0.14281f,0.14673f,0.15072f,0.15476f,0.15886f,0.16303f,0.16725f, - 0.17153f,0.17587f,0.18028f,0.18474f,0.18926f,0.19383f,0.19847f,0.20316f,0.20791f,0.21272f, - 0.21759f,0.22251f,0.22748f,0.23251f,0.23760f,0.24274f,0.24793f,0.25318f,0.25848f,0.26383f, - 0.26923f,0.27468f,0.28018f,0.28573f,0.29133f,0.29697f,0.30266f,0.30840f,0.31418f,0.32001f, - 0.32588f,0.33179f,0.33774f,0.34374f,0.34977f,0.35585f,0.36196f,0.36810f,0.37428f,0.38050f, - 0.38675f,0.39304f,0.39935f,0.40570f,0.41207f,0.41847f,0.42490f,0.43136f,0.43784f,0.44434f, - 0.45087f,0.45741f,0.46398f,0.47057f,0.47717f,0.48379f,0.49042f,0.49707f,0.50373f,0.51041f, - 0.51709f,0.52378f,0.53048f,0.53718f,0.54389f,0.55061f,0.55732f,0.56404f,0.57075f,0.57747f, - 0.58418f,0.59089f,0.59759f,0.60429f,0.61097f,0.61765f,0.62432f,0.63098f,0.63762f,0.64425f, - 0.65086f,0.65746f,0.66404f,0.67060f,0.67714f,0.68365f,0.69015f,0.69662f,0.70307f,0.70948f, - 0.71588f,0.72224f,0.72857f,0.73488f,0.74115f,0.74739f,0.75359f,0.75976f,0.76589f,0.77199f, - 0.77805f,0.78407f,0.79005f,0.79599f,0.80189f,0.80774f,0.81355f,0.81932f,0.82504f,0.83072f, - 0.83635f,0.84194f,0.84747f,0.85296f,0.85840f,0.86378f,0.86912f,0.87441f,0.87964f,0.88482f, - 0.88995f,0.89503f,0.90005f,0.90502f,0.90993f,0.91479f,0.91959f,0.92434f,0.92903f,0.93366f, - 0.93824f,0.94276f,0.94723f,0.95163f,0.95598f,0.96027f,0.96451f,0.96868f,0.97280f,0.97686f, - 0.98086f,0.98481f,0.98869f,0.99252f,0.99629f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00008f,0.00013f,0.00018f, - 0.00025f,0.00033f,0.00042f,0.00054f,0.00067f,0.00083f,0.00101f,0.00121f,0.00143f,0.00168f, - 0.00196f,0.00227f,0.00261f,0.00299f,0.00339f,0.00383f,0.00431f,0.00483f,0.00538f,0.00598f, - 0.00661f,0.00729f,0.00802f,0.00879f,0.00961f,0.01048f,0.01140f,0.01237f,0.01340f,0.01447f, - 0.01561f,0.01680f,0.01804f,0.01935f,0.02072f,0.02215f,0.02364f,0.02520f,0.02682f,0.02850f, - 0.03026f,0.03208f,0.03397f,0.03594f,0.03797f,0.04007f,0.04225f,0.04451f,0.04684f,0.04924f, - 0.05172f,0.05428f,0.05691f,0.05963f,0.06242f,0.06530f,0.06825f,0.07129f,0.07441f,0.07761f, - 0.08089f,0.08426f,0.08771f,0.09125f,0.09487f,0.09857f,0.10236f,0.10623f,0.11019f,0.11423f, - 0.11836f,0.12257f,0.12687f,0.13125f,0.13571f,0.14027f,0.14490f,0.14962f,0.15442f,0.15931f, - 0.16427f,0.16932f,0.17445f,0.17966f,0.18496f,0.19033f,0.19578f,0.20130f,0.20691f,0.21259f, - 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0.90957f,0.91301f,0.91638f,0.91966f,0.92288f,0.92601f,0.92908f,0.93206f,0.93498f,0.93782f, - 0.94059f,0.94329f,0.94592f,0.94848f,0.95097f,0.95339f,0.95575f,0.95804f,0.96027f,0.96244f, - 0.96454f,0.96658f,0.96856f,0.97049f,0.97235f,0.97416f,0.97591f,0.97760f,0.97924f,0.98083f, - 0.98237f,0.98386f,0.98530f,0.98669f,0.98803f,0.98933f,0.99058f,0.99179f,0.99295f,0.99408f, - 0.99516f,0.99620f,0.99721f,0.99817f,0.99910f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00005f,0.00008f,0.00012f,0.00019f,0.00026f, - 0.00036f,0.00048f,0.00063f,0.00080f,0.00099f,0.00122f,0.00148f,0.00178f,0.00211f,0.00249f, - 0.00290f,0.00335f,0.00386f,0.00440f,0.00500f,0.00565f,0.00636f,0.00711f,0.00793f,0.00881f, - 0.00975f,0.01075f,0.01182f,0.01295f,0.01416f,0.01543f,0.01678f,0.01821f,0.01971f,0.02129f, - 0.02295f,0.02469f,0.02652f,0.02843f,0.03043f,0.03252f,0.03469f,0.03696f,0.03933f,0.04178f, - 0.04433f,0.04698f,0.04973f,0.05258f,0.05552f,0.05857f,0.06172f,0.06498f,0.06834f,0.07180f, - 0.07537f,0.07905f,0.08283f,0.08672f,0.09072f,0.09483f,0.09905f,0.10337f,0.10781f,0.11236f, - 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0.88098f,0.88521f,0.88933f,0.89334f,0.89726f,0.90108f,0.90480f,0.90842f,0.91194f,0.91537f, - 0.91870f,0.92193f,0.92508f,0.92813f,0.93109f,0.93396f,0.93675f,0.93945f,0.94206f,0.94459f, - 0.94704f,0.94941f,0.95169f,0.95391f,0.95604f,0.95810f,0.96009f,0.96201f,0.96386f,0.96564f, - 0.96735f,0.96900f,0.97059f,0.97212f,0.97358f,0.97499f,0.97634f,0.97764f,0.97888f,0.98007f, - 0.98122f,0.98231f,0.98336f,0.98436f,0.98531f,0.98623f,0.98710f,0.98793f,0.98873f,0.98949f, - 0.99021f,0.99090f,0.99155f,0.99218f,0.99277f,0.99333f,0.99387f,0.99437f,0.99486f,0.99531f, - 0.99575f,0.99616f,0.99654f,0.99691f,0.99726f,0.99759f,0.99790f,0.99819f,0.99847f,0.99873f, - 0.99897f,0.99920f,0.99942f,0.99963f,0.99982f,1.00000f - }, - { - 0.00000f,0.00000f,0.00000f,0.00001f,0.00003f,0.00006f,0.00010f,0.00017f,0.00025f,0.00035f, - 0.00048f,0.00064f,0.00083f,0.00106f,0.00132f,0.00163f,0.00197f,0.00237f,0.00281f,0.00330f, - 0.00385f,0.00446f,0.00513f,0.00585f,0.00665f,0.00751f,0.00845f,0.00945f,0.01054f,0.01170f, - 0.01295f,0.01428f,0.01569f,0.01719f,0.01879f,0.02048f,0.02227f,0.02415f,0.02614f,0.02822f, - 0.03042f,0.03272f,0.03513f,0.03765f,0.04028f,0.04303f,0.04589f,0.04887f,0.05198f,0.05520f, - 0.05855f,0.06202f,0.06561f,0.06933f,0.07318f,0.07716f,0.08127f,0.08550f,0.08987f,0.09437f, - 0.09900f,0.10376f,0.10866f,0.11369f,0.11884f,0.12414f,0.12956f,0.13512f,0.14080f,0.14662f, - 0.15257f,0.15865f,0.16485f,0.17118f,0.17764f,0.18423f,0.19093f,0.19776f,0.20471f,0.21177f, - 0.21895f,0.22625f,0.23365f,0.24117f,0.24879f,0.25652f,0.26435f,0.27228f,0.28030f,0.28842f, - 0.29662f,0.30492f,0.31329f,0.32175f,0.33028f,0.33889f,0.34756f,0.35630f,0.36510f,0.37396f, - 0.38287f,0.39183f,0.40084f,0.40989f,0.41897f,0.42809f,0.43723f,0.44640f,0.45559f,0.46479f, - 0.47401f,0.48323f,0.49245f,0.50167f,0.51088f,0.52008f,0.52927f,0.53843f,0.54757f,0.55668f, - 0.56575f,0.57479f,0.58379f,0.59274f,0.60164f,0.61048f,0.61927f,0.62799f,0.63665f,0.64524f, - 0.65376f,0.66220f,0.67056f,0.67883f,0.68702f,0.69511f,0.70312f,0.71103f,0.71884f,0.72655f, - 0.73415f,0.74165f,0.74904f,0.75632f,0.76348f,0.77053f,0.77747f,0.78428f,0.79098f,0.79756f, - 0.80401f,0.81035f,0.81655f,0.82264f,0.82859f,0.83443f,0.84013f,0.84571f,0.85117f,0.85649f, - 0.86169f,0.86677f,0.87172f,0.87654f,0.88124f,0.88581f,0.89026f,0.89459f,0.89880f,0.90289f, - 0.90686f,0.91071f,0.91445f,0.91807f,0.92157f,0.92497f,0.92826f,0.93143f,0.93450f,0.93747f, - 0.94034f,0.94310f,0.94577f,0.94833f,0.95081f,0.95319f,0.95548f,0.95768f,0.95980f,0.96183f, - 0.96378f,0.96565f,0.96744f,0.96916f,0.97081f,0.97238f,0.97388f,0.97532f,0.97669f,0.97801f, - 0.97926f,0.98045f,0.98158f,0.98266f,0.98369f,0.98467f,0.98560f,0.98648f,0.98732f,0.98811f, - 0.98886f,0.98958f,0.99025f,0.99089f,0.99149f,0.99206f,0.99260f,0.99311f,0.99359f,0.99404f, - 0.99446f,0.99486f,0.99523f,0.99559f,0.99592f,0.99623f,0.99652f,0.99679f,0.99705f,0.99729f, - 0.99751f,0.99772f,0.99792f,0.99810f,0.99827f,0.99843f,0.99857f,0.99871f,0.99884f,0.99896f, - 0.99907f,0.99917f,0.99926f,0.99935f,0.99943f,0.99951f,0.99958f,0.99964f,0.99970f,0.99975f, - 0.99980f,0.99985f,0.99989f,0.99993f,0.99997f,1.00000f - } -}; - -#define gld_CalcLightLevel(lightlevel) (lighttable[1][max(min((lightlevel),255),0)]) - // ========================================================================== -// VIEW GLOBALS +// Globals // ========================================================================== -// Fineangles in the SCREENWIDTH wide window. -#define FIELDOFVIEW ANGLE_90 -#define ABS(x) ((x) < 0 ? -(x) : (x)) - -static angle_t gr_clipangle; - -// The viewangletox[viewangle + FINEANGLES/4] lookup -// maps the visible view angles to screen X coordinates, -// flattening the arc to a flat projection plane. -// There will be many angles mapped to the same X. -static INT32 gr_viewangletox[FINEANGLES/2]; - -// The xtoviewangleangle[] table maps a screen pixel -// to the lowest viewangle that maps back to x ranges -// from clipangle to -clipangle. -static angle_t gr_xtoviewangle[MAXVIDWIDTH+1]; - -// ========================================================================== -// GLOBALS -// ========================================================================== - -// uncomment to remove the plane rendering -#define DOPLANES -//#define DOWALLS - -// test of drawing sky by polygons like in software with visplane, unfortunately -// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow) -//#define POLYSKY - -// test change fov when looking up/down but bsp projection messup :( -//#define NOCRAPPYMLOOK // base values set at SetViewSize static float gr_basecentery; -static float gr_basecenterx; float gr_baseviewwindowy, gr_basewindowcentery; -float gr_baseviewwindowx, gr_basewindowcenterx; float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords) +float gr_viewwindowx; -static float gr_centerx; -static float gr_viewwindowx; -static float gr_windowcenterx; // center of view window, for projection - -static float gr_centery; +static float gr_centerx, gr_centery; static float gr_viewwindowy; // top left corner of view window +static float gr_windowcenterx; // center of view window, for projection static float gr_windowcentery; -static float gr_pspritexscale, gr_pspriteyscale; - static seg_t *gr_curline; static side_t *gr_sidedef; static line_t *gr_linedef; static sector_t *gr_frontsector; static sector_t *gr_backsector; -// -------------------------------------------------------------------------- -// STUFF FOR THE PROJECTION CODE -// -------------------------------------------------------------------------- +// ========================================================================== +// View position +// ========================================================================== FTransform atransform; -// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct, -// copied here for local use -static fixed_t dup_viewx, dup_viewy, dup_viewz; -static angle_t dup_viewangle; +// Float variants of viewx, viewy, viewz, etc. static float gr_viewx, gr_viewy, gr_viewz; static float gr_viewsin, gr_viewcos; -// Maybe not necessary with the new T&L code (needs to be checked!) -static float gr_viewludsin, gr_viewludcos; // look up down kik test -static float gr_fovlud; +static angle_t gr_aimingangle; +static float gr_viewludsin, gr_viewludcos; + +static INT32 drawcount = 0; // ========================================================================== -// LIGHT stuffs +// Lighting // ========================================================================== -static UINT8 lightleveltonumlut[256]; - -// added to SRB2's sector lightlevel to make things a bit brighter (sprites/walls/planes) -FUNCMATH UINT8 LightLevelToLum(INT32 l) -{ - return (UINT8)(255*gld_CalcLightLevel(l)); -} - -static inline void InitLumLut(void) -{ - INT32 i, k = 0; - for (i = 0; i < 256; i++) - { - if (i > 128) - k += 2; - else - k = 1; - lightleveltonumlut[i] = (UINT8)(k); - } -} - -//#define FOGFACTOR 300 //was 600 >> Covered by cv_grfogdensity -#define NORMALFOG 0x00000000 -#define FADEFOG 0x19000000 -#define CALCFOGDENSITY(x) ((float)((5220.0f*(1.0f/((x)/41.0f+1.0f)))-(5220.0f*(1.0f/(255.0f/41.0f+1.0f))))) // Approximate fog calculation based off of software walls -#define CALCFOGDENSITYFLOOR(x) ((float)((40227.0f*(1.0f/((x)/11.0f+1.0f)))-(40227.0f*(1.0f/(255.0f/11.0f+1.0f))))) // Approximate fog calculation based off of software floors #define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f)) -UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane) -{ - RGBA_t realcolor, fogcolor, surfcolor; - INT32 alpha, fogalpha; - (void)fogblockpoly; +void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor) +{ + RGBA_t mix_color, fog_color, final_color; + INT32 mix; + float fog_alpha; + + mix_color.rgba = mixcolor; + fog_color.rgba = fadecolor; + + mix = mix_color.s.alpha*10/4; + 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); + + Surface->PolyColor.rgba = final_color.rgba; + Surface->FadeColor.rgba = fog_color.rgba; + Surface->LightInfo.light_level = light_level; +} + +void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor) +{ + 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)*100/96); // Don't go out of bounds - if (light < 0) - light = 0; - else if (light > 255) - light = 255; + if (lightmix < 0) + lightmix = 0; + else if (lightmix > 255) + lightmix = 255; - realcolor.rgba = color; - fogcolor.rgba = fadecolor; + mix_color.rgba = mixcolor; + fog_color.rgba = fadecolor; - alpha = (realcolor.s.alpha*255)/25; - fogalpha = (fogcolor.s.alpha*255)/25; + mix = (mix_color.s.alpha*255)/25; + fogmix = (fog_color.s.alpha*255)/25; - if (cv_grfog.value && cv_grsoftwarefog.value) // Only do this when fog is on, software fog mode is on, and the poly is not from a fog block - { - // Modulate the colors by alpha. - realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red)); - realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green)); - realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue)); + // 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. - surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.red,255)); - surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.green,255)); - surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.blue,255)); - surfcolor.s.alpha = 0xFF; + // 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. - fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red)); - fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green)); - fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue)); - } - else - { - // Modulate the colors by alpha. - realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red)); - realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green)); - realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue)); + // 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. - surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.red,light)); - surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.green,light)); - surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.blue,light)); + // 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; - // Modulate the colors by alpha. - fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red)); - fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green)); - fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue)); + // Fog. + fog_color.rgba = fadecolor; + fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f; - // Set the surface colors and further modulate the colors by light. - surfcolor.s.red = surfcolor.s.red+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.red,(255-light)))); - surfcolor.s.green = surfcolor.s.green+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.green,(255-light)))); - surfcolor.s.blue = surfcolor.s.blue+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.blue,(255-light)))); - surfcolor.s.alpha = 0xFF; - } + // 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) - { - if (cv_grsoftwarefog.value) - { - fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light))); - fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light))); - fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light))); - - // Set the fog options. - if (cv_grsoftwarefog.value == 1 && plane) // With floors, software draws them way darker for their distance - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITYFLOOR(light))); - else // everything else is drawn like walls - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITY(light))); - } - else - { - fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light))); - fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light))); - fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light))); - - fogalpha = (UINT8)((CALCLIGHT(fogalpha,(255-light)))+(CALCLIGHT(alpha,light))); - - // Set the fog options. - light = (UINT8)(CALCLIGHT(light,(255-fogalpha))); - HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(cv_grfogdensity.value-(cv_grfogdensity.value*(float)light/255.0f))); - } - - HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, (fogcolor.s.red*0x10000)+(fogcolor.s.green*0x100)+fogcolor.s.blue); - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1); - } - return surfcolor.rgba; + Surface->PolyColor.rgba = final_color.rgba; + Surface->FadeColor.rgba = fog_color.rgba; + Surface->LightInfo.light_level = light_level; } - -static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work +UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // 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); + // Don't go out of bounds if (light < 0) light = 0; @@ -514,16 +249,12 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this c } // ========================================================================== -// FLOOR/CEILING GENERATION FROM SUBSECTORS +// Floor and ceiling generation from subsectors // ========================================================================== -#ifdef DOPLANES - -// -----------------+ -// HWR_RenderPlane : Render a floor or ceiling convex polygon -// -----------------+ -static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, - FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap) +// HWR_RenderPlane +// Render a floor or ceiling convex polygon +void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap) { polyvertex_t * pv; float height; //constant y for all points on the convex flat polygon @@ -545,8 +276,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is static FOutVector *planeVerts = NULL; static UINT16 numAllocedPlaneVerts = 0; - (void)sector; ///@TODO remove shitty unused variable - // no convex poly were generated for this subsector if (!xsub->planepoly) return; @@ -581,12 +310,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is if (nrPlaneVerts < 3) //not even a triangle ? return; - if ((UINT32)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) { @@ -642,13 +365,13 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is { scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize; - angle = FOFsector->floorpic_angle; + 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; + angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT; } } else if (gr_frontsector) @@ -657,26 +380,24 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is { scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize; - angle = gr_frontsector->floorpic_angle; + 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; + angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT; } } if (angle) // Only needs to be done if there's an altered angle { - angle = InvAngle(angle)>>ANGLETOFINESHIFT; - // This needs to be done so that it scrolls in a different direction after rotation like software - /*tempxsow = FLOAT_TO_FIXED(scrollx); + 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))));*/ + 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 @@ -689,23 +410,23 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) { // Hurdler: add scrolling texture on floor/ceiling - v3d->sow = (float)((pv->x / fflatsize) - flatxref + scrollx); - v3d->tow = (float)(-(pv->y / fflatsize) + flatyref + scrolly); + v3d->s = (float)((pv->x / fflatsize) - flatxref + scrollx); + v3d->t = (float)(flatyref - (pv->y / fflatsize) + scrolly); - //v3d->sow = (float)(pv->x / fflatsize); - //v3d->tow = (float)(pv->y / fflatsize); + //v3d->s = (float)(pv->x / fflatsize); + //v3d->t = (float)(pv->y / fflatsize); // 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)))); + tempxsow = FLOAT_TO_FIXED(v3d->s); + tempytow = FLOAT_TO_FIXED(v3d->t); + v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); + v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle)))); } - //v3d->sow = (float)(v3d->sow - flatxref + scrollx); - //v3d->tow = (float)(flatyref - v3d->tow + scrolly); + //v3d->s = (float)(v3d->s - flatxref + scrollx); + //v3d->t = (float)(flatyref - v3d->t + scrolly); v3d->x = pv->x; v3d->y = height; @@ -720,142 +441,36 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is #endif } - // only useful for flat coloured triangles - //Surf.FlatColor = 0xff804020; - - // use different light tables - // for horizontal / vertical / diagonal - // note: try to get the same visual feel as the original - Surf.FlatColor.s.red = Surf.FlatColor.s.green = - Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash - -#if 0 // no colormap test - // colormap test - if (gr_frontsector) - { - sector_t *psector = gr_frontsector; - -#ifdef ESLOPE - if (slope) - fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y); -#endif - - if (psector->ffloors) - { - ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster; - psector = caster ? §ors[caster->secnum] : psector; - - if (caster) - { - lightlevel = psector->lightlevel; - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); - } - } - if (psector->extra_colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true); - } - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true); - -#endif // NOPE - if (planecolormap) - { - if (fogplane) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true); - } + HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba); else - { - if (fogplane) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false); - else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true); - } + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); if (PolyFlags & (PF_Translucent|PF_Fog)) { - Surf.FlatColor.s.alpha = (UINT8)alpha; - PolyFlags |= PF_Modulated|PF_Clip; + Surf.PolyColor.s.alpha = (UINT8)alpha; + PolyFlags |= PF_Modulated; } else - PolyFlags |= PF_Masked|PF_Modulated|PF_Clip; + PolyFlags |= PF_Masked|PF_Modulated; + + if (PolyFlags & PF_Fog) + HWD.pfnSetShader(6); // fog shader + else if (PolyFlags & PF_Ripple) + HWD.pfnSetShader(5); // water shader + else + HWD.pfnSetShader(1); // floor shader HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags); - -#ifdef ALAM_LIGHTING - // add here code for dynamic lighting on planes - HWR_PlaneLighting(planeVerts, nrPlaneVerts); -#endif } -#ifdef POLYSKY -// this don't draw anything it only update the z-buffer so there isn't problem with -// wall/things upper that sky (map12) -static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight) -{ - polyvertex_t *pv; - float height; //constant y for all points on the convex flat polygon - FOutVector *v3d; - INT32 nrPlaneVerts; //verts original define of convex flat polygon - INT32 i; - - // no convex poly were generated for this subsector - if (!xsub->planepoly) - return; - - height = FIXED_TO_FLOAT(fixedheight); - - pv = xsub->planepoly->pts; - nrPlaneVerts = xsub->planepoly->numpts; - - if (nrPlaneVerts < 3) // not even a triangle? - return; - - if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size - { - CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES); - return; - } - - // transform - v3d = planeVerts; - for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) - { - v3d->sow = 0.0f; - v3d->tow = 0.0f; - v3d->x = pv->x; - v3d->y = height; - v3d->z = pv->y; - } - - HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts, - PF_Clip|PF_Invisible|PF_NoTexture|PF_Occlude); -} -#endif //polysky - -#endif //doplanes - -/* - wallVerts order is : - 3--2 - | /| - |/ | - 0--1 -*/ #ifdef WALLSPLATS static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf) { - FOutVector trVerts[4], *wv; - wallVert3D wallVerts[4]; - wallVert3D *pwallVerts; + FOutVector wallVerts[4]; wallsplat_t *splat; GLPatch_t *gpatch; fixed_t i; - FSurfaceInfo pSurf2; // seg bbox fixed_t segbbox[4]; @@ -893,186 +508,72 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf) wallVerts[3].s = wallVerts[3].t = wallVerts[2].s = wallVerts[0].t = 0.0f; wallVerts[1].s = wallVerts[1].t = wallVerts[2].t = wallVerts[0].s = 1.0f; - // transform - wv = trVerts; - pwallVerts = wallVerts; - for (i = 0; i < 4; i++,wv++,pwallVerts++) - { - wv->x = pwallVerts->x; - wv->z = pwallVerts->z; - wv->y = pwallVerts->y; - - // Kalaron: TOW and SOW needed to be switched - wv->sow = pwallVerts->t; - wv->tow = pwallVerts->s; - } - M_Memcpy(&pSurf2,pSurf,sizeof (FSurfaceInfo)); switch (splat->flags & SPLATDRAWMODE_MASK) { case SPLATDRAWMODE_OPAQUE : - pSurf2.FlatColor.s.alpha = 0xff; + pSurf.PolyColor.s.alpha = 0xff; i = PF_Translucent; break; case SPLATDRAWMODE_TRANS : - pSurf2.FlatColor.s.alpha = 128; + pSurf.PolyColor.s.alpha = 128; i = PF_Translucent; break; case SPLATDRAWMODE_SHADE : - pSurf2.FlatColor.s.alpha = 0xff; + pSurf.PolyColor.s.alpha = 0xff; i = PF_Substractive; break; } - HWD.pfnDrawPolygon(&pSurf2, trVerts, 4, i|PF_Modulated|PF_Clip|PF_Decal); + HWD.pfnSetShader(2); // wall shader + HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal); } } #endif -// ========================================================================== -// WALL GENERATION FROM SUBSECTOR SEGS -// ========================================================================== - - FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf) { switch (transtablenum) { - case tr_trans10 : pSurf->FlatColor.s.alpha = 0xe6;return PF_Translucent; - case tr_trans20 : pSurf->FlatColor.s.alpha = 0xcc;return PF_Translucent; - case tr_trans30 : pSurf->FlatColor.s.alpha = 0xb3;return PF_Translucent; - case tr_trans40 : pSurf->FlatColor.s.alpha = 0x99;return PF_Translucent; - case tr_trans50 : pSurf->FlatColor.s.alpha = 0x80;return PF_Translucent; - case tr_trans60 : pSurf->FlatColor.s.alpha = 0x66;return PF_Translucent; - case tr_trans70 : pSurf->FlatColor.s.alpha = 0x4c;return PF_Translucent; - case tr_trans80 : pSurf->FlatColor.s.alpha = 0x33;return PF_Translucent; - case tr_trans90 : pSurf->FlatColor.s.alpha = 0x19;return PF_Translucent; + case tr_trans10 : pSurf->PolyColor.s.alpha = 0xe6;return PF_Translucent; + case tr_trans20 : pSurf->PolyColor.s.alpha = 0xcc;return PF_Translucent; + case tr_trans30 : pSurf->PolyColor.s.alpha = 0xb3;return PF_Translucent; + case tr_trans40 : pSurf->PolyColor.s.alpha = 0x99;return PF_Translucent; + case tr_trans50 : pSurf->PolyColor.s.alpha = 0x80;return PF_Translucent; + case tr_trans60 : pSurf->PolyColor.s.alpha = 0x66;return PF_Translucent; + case tr_trans70 : pSurf->PolyColor.s.alpha = 0x4c;return PF_Translucent; + case tr_trans80 : pSurf->PolyColor.s.alpha = 0x33;return PF_Translucent; + case tr_trans90 : pSurf->PolyColor.s.alpha = 0x19;return PF_Translucent; } return PF_Translucent; } -// v1,v2 : the start & end vertices along the original wall segment, that may have been -// clipped so that only a visible portion of the wall seg is drawn. -// floorheight, ceilingheight : depend on wall upper/lower/middle, comes from the sectors. +// ========================================================================== +// Wall generation from subsector segs +// ========================================================================== -static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); - -// -----------------+ -// HWR_ProjectWall : -// -----------------+ -/* - wallVerts order is : - 3--2 - | /| - |/ | - 0--1 -*/ -static void HWR_ProjectWall(wallVert3D * wallVerts, - FSurfaceInfo * pSurf, - FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) +// +// HWR_ProjectWall +// +void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) { - FOutVector trVerts[4]; - FOutVector *wv; - - // transform - wv = trVerts; - // it sounds really stupid to do this conversion with the new T&L code - // we should directly put the right information in the right structure - // wallVerts3D seems ok, doesn't need FOutVector - // also remove the light copy - - // More messy to unwrap, but it's also quicker, uses less memory. - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - wv++; wallVerts++; - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - if (wallcolormap) - { - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false); - } + HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba); else - { - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); - } + HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG); - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip); + HWD.pfnSetShader(2); // wall shader + HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude); #ifdef WALLSPLATS if (gr_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); #endif -#ifdef ALAM_LIGHTING - //Hurdler: TDOD: do static lighting using gr_curline->lm - HWR_WallLighting(trVerts); - - //Hurdler: for better dynamic light in dark area, we should draw the light first - // and then the wall all that with the right blending func - //HWD.pfnDrawPolygon(pSurf, trVerts, 4, PF_Additive|PF_Modulated|PF_Occlude|PF_Clip); -#endif } -// ========================================================================== -// BSP, CULL, ETC.. -// ========================================================================== - -// return the frac from the interception of the clipping line -// (in fact a clipping plane that has a constant, so can clip with simple 2d) -// with the wall segment -// -#ifndef NEWCLIP -static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) -{ - float num, den; - float v1x, v1y, v1dx, v1dy, v2dx, v2dy; - angle_t pclipangle = gr_xtoviewangle[x]; - - // a segment of a polygon - v1x = v1->x; - v1y = v1->y; - v1dx = (v2->x - v1->x); - v1dy = (v2->y - v1->y); - - // the clipping line - pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative) - v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT)); - v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT)); - - den = v2dy*v1dx - v2dx*v1dy; - if (den == 0) - return -1; // parallel - - // calc the frac along the polygon segment, - //num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx; - //num = -v1x * v2dy + v1y * v2dx; - num = (gr_viewx - v1x)*v2dy + (v1y - gr_viewy)*v2dx; - - return num / den; -} -#endif - // // HWR_SplitWall // -static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor) +void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor) { /* SoM: split up and light walls according to the lightlist. This may also include leaving out parts @@ -1098,7 +599,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, INT32 solid, i; lightlist_t * list = sector->lightlist; - const UINT8 alpha = Surf->FlatColor.s.alpha; + const UINT8 alpha = Surf->PolyColor.s.alpha; FUINT lightnum = sector->lightlevel; extracolormap_t *colormap = NULL; @@ -1119,12 +620,11 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, for (i = 0; i < sector->numlights; i++) { #ifdef ESLOPE - if (endtop < endrealbot) + if (endtop < endrealbot) #endif if (top < realbot) return; - // There's a compiler warning here if this comment isn't here because of indentation if (!(list[i].flags & FF_NOSHADE)) { if (pfloor && (pfloor->flags & FF_FOG)) @@ -1244,7 +744,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (endbot < endrealbot) endbot = endrealbot; #endif - Surf->FlatColor.s.alpha = alpha; + Surf->PolyColor.s.alpha = alpha; #ifdef ESLOPE wallVerts[3].t = pegt + ((realtop - top) * pegmul); @@ -1287,7 +787,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (top <= realbot) return; - Surf->FlatColor.s.alpha = alpha; + Surf->PolyColor.s.alpha = alpha; #ifdef ESLOPE wallVerts[3].t = pegt + ((realtop - top) * pegmul); @@ -1319,7 +819,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, // HWR_DrawSkyWalls // Draw walls into the depth buffer so that anything behind is culled properly -static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top) +void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top) { HWD.pfnSetTexture(NULL); // no texture @@ -1330,26 +830,22 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b // set top/bottom coords wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall - HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL); + HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_NoTexture, 255, NULL); // PF_Invisible so it's not drawn into the colour buffer // PF_NoTexture for no texture // PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer } // -// HWR_StoreWallRange +// HWR_ProcessSeg // A portion or all of a wall segment will be drawn, from startfrac to endfrac, // where 0 is the start of the segment, 1 the end of the segment // Anything between means the wall segment has been clipped with solidsegs, // reducing wall overdraw to a minimum // -#ifdef NEWCLIP -static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom -#else -static void HWR_StoreWallRange(double startfrac, double endfrac) -#endif +void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom { - wallVert3D wallVerts[4]; + FOutVector wallVerts[4]; v2d_t vs, ve; // start, end vertices of 2d line (view from above) fixed_t worldtop, worldbottom; @@ -1372,11 +868,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) extracolormap_t *colormap; FSurfaceInfo Surf; -#ifndef NEWCLIP - if (startfrac > endfrac) - return; -#endif - gr_sidedef = gr_curline->sidedef; gr_linedef = gr_curline->linedef; @@ -1418,35 +909,19 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) wallVerts[0].z = wallVerts[3].z = vs.y; wallVerts[2].x = wallVerts[1].x = ve.x; wallVerts[2].z = wallVerts[1].z = ve.y; - wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f; + // x offset the texture { - // x offset the texture fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset; - -#ifndef NEWCLIP - // clip texture s start/end coords with solidsegs - if (startfrac > 0.0f && startfrac < 1.0f) - cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac); - else -#endif - cliplow = (float)texturehpeg; - -#ifndef NEWCLIP - if (endfrac > 0.0f && endfrac < 1.0f) - cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac); - else -#endif - cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); + cliplow = (float)texturehpeg; + cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT)); } lightnum = gr_frontsector->lightlevel; colormap = gr_frontsector->extra_colormap; if (gr_frontsector) - { - Surf.FlatColor.s.alpha = 255; - } + Surf.PolyColor.s.alpha = 255; if (gr_backsector) { @@ -1885,7 +1360,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) { if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn { - Surf.FlatColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode + Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode blendmode = PF_Masked; } else @@ -1906,13 +1381,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap); - - // If there is a colormap change, remove it. -/* if (!(Surf.FlatColor.s.red + Surf.FlatColor.s.green + Surf.FlatColor.s.blue == Surf.FlatColor.s.red/3) - { - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; - Surf.FlatColor.rgba = 0xffffffff; - }*/ } // Isn't this just the most lovely mess @@ -1998,8 +1466,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) { // Single sided line... Deal only with the middletexture (if one exists) gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture); - if (gr_midtexture - && gr_linedef->special != 41) // Ignore horizon line for OGL + if (gr_midtexture) { { fixed_t texturevpeg; @@ -2049,9 +1516,10 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop); wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom); #endif - // I don't think that solid walls can use translucent linedef types... + if (gr_frontsector->numlights) HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL); + // I don't think that solid walls can use translucent linedef types... else { if (grTex->mipmap.flags & TF_TRANSPARENT) @@ -2072,7 +1540,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) //Hurdler: 3d-floors test -#ifdef R_FAKEFLOORS if (gr_frontsector && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors)) { ffloor_t * rover; @@ -2216,14 +1683,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) colormap = rover->master->frontsector->extra_colormap; if (rover->master->frontsector->extra_colormap) - { - - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); else - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG); if (gr_frontsector->numlights) HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover); @@ -2237,7 +1699,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { blendmode = PF_Translucent; - Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; + Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; } if (gr_frontsector->numlights) @@ -2336,13 +1798,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) colormap = rover->master->frontsector->extra_colormap; if (rover->master->frontsector->extra_colormap) - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba); else - { - Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG); - } + Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG); if (gr_backsector->numlights) HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover); @@ -2356,7 +1814,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { blendmode = PF_Translucent; - Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; + Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; } if (gr_backsector->numlights) @@ -2372,7 +1830,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } } } -#endif //Hurdler: end of 3d-floors test } @@ -2380,7 +1837,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) // // e6y: Check whether the player can look beyond this line // -#ifdef NEWCLIP + boolean checkforemptylines = true; // Don't modify anything here, just check // Kalaron: Modified for sloped linedefs @@ -2479,306 +1936,12 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks return false; } -#else -//Hurdler: just like in r_bsp.c -#if 1 -#define MAXSEGS MAXVIDWIDTH/2+1 -#else -//Alam_GBC: Or not (may cause overflow) -#define MAXSEGS 128 -#endif -// hw_newend is one past the last valid seg -static cliprange_t * hw_newend; -static cliprange_t gr_solidsegs[MAXSEGS]; - - -static void printsolidsegs(void) -{ - cliprange_t * start; - if (!hw_newend || cv_grbeta.value != 2) - return; - for (start = gr_solidsegs;start != hw_newend;start++) - { - CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last); - } - CONS_Debug(DBG_RENDER, "\n\n"); -} - -// -// -// -static void HWR_ClipSolidWallSegment(INT32 first, INT32 last) -{ - cliprange_t *next, *start; - float lowfrac, highfrac; - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gr_solidsegs; - while (start->last < first-1) - start++; - - if (first < start->first) - { - if (last < start->first-1) - { - // Post is entirely visible (above start), - // so insert a new clippost. - HWR_StoreWallRange(first, last); - - next = hw_newend; - hw_newend++; - - while (next != start) - { - *next = *(next-1); - next--; - } - - next->first = first; - next->last = last; - printsolidsegs(); - return; - } - - // There is a fragment above *start. - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first, last); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - // Now adjust the clip size. - start->first = first; - } - - // Bottom contained in start? - if (last <= start->last) - { - printsolidsegs(); - return; - } - next = start; - while (last >= (next+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - next++; - - if (last <= next->last) - { - // Bottom is contained in next. - // Adjust the clip size. - start->last = next->last; - goto crunch; - } - } - - if (first == next->first+1) // 1 line texture - { - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } - - // Adjust the clip size. - start->last = last; - - // Remove start+1 to next from the clip list, - // because start now covers their area. -crunch: - if (next == start) - { - printsolidsegs(); - // Post just extended past the bottom of one post. - return; - } - - - while (next++ != hw_newend) - { - // Remove a post. - *++start = *next; - } - - hw_newend = start; - printsolidsegs(); -} - -// -// handle LineDefs with upper and lower texture (windows) -// -static void HWR_ClipPassWallSegment(INT32 first, INT32 last) -{ - cliprange_t *start; - float lowfrac, highfrac; - //to allow noclipwalls but still solidseg reject of non-visible walls - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gr_solidsegs; - while (start->last < first - 1) - start++; - - if (first < start->first) - { - if (last < start->first-1) - { - // Post is entirely visible (above start). - HWR_StoreWallRange(0, 1); - return; - } - - // There is a fragment above *start. - if (!cv_grclipwalls.value) - { //20/08/99: Changed by Hurdler (taken from faB's code) - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(min(start->first + 1, - start->last), (polyvertex_t *)gr_curline->pv1, - (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - } - - // Bottom contained in start? - if (last <= start->last) - return; - - while (last >= (start+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - start++; - - if (last <= start->last) - return; - } - - if (first == start->first+1) // 1 line texture - { - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_grclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0,1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last - 1, - start->first), (polyvertex_t *)gr_curline->pv1, - (polyvertex_t *)gr_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } -} - -// -------------------------------------------------------------------------- -// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs) -// -------------------------------------------------------------------------- -static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last) -{ - cliprange_t * start; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gr_solidsegs; - while (start->last < first-1) - start++; - - if (first < start->first) - return true; - - // Bottom contained in start? - if (last <= start->last) - return false; - - return true; -} - -// -// HWR_ClearClipSegs -// -static void HWR_ClearClipSegs(void) -{ - gr_solidsegs[0].first = -0x7fffffff; - gr_solidsegs[0].last = -1; - gr_solidsegs[1].first = vid.width; //viewwidth; - gr_solidsegs[1].last = 0x7fffffff; - hw_newend = gr_solidsegs+2; -} -#endif // NEWCLIP - -// -----------------+ -// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list. -// Notes : gr_cursectorlight is set to the current subsector -> sector -> light value -// : (it may be mixed with the wall's own flat colour in the future ...) -// -----------------+ -static void HWR_AddLine(seg_t * line) +// HWR_AddLine +// Clips the given segment and adds any visible pieces to the line list. +void HWR_AddLine(seg_t *line) { angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 x1, x2; - angle_t span, tspan; -#endif // SoM: Backsector needs to be run through R_FakeFlat static sector_t tempsec; @@ -2797,112 +1960,25 @@ static void HWR_AddLine(seg_t * line) v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y); // OPTIMIZE: quickly reject orthogonal back sides. - angle1 = R_PointToAngle(v1x, v1y); - angle2 = R_PointToAngle(v2x, v2y); + angle1 = R_PointToAngleEx(viewx, viewy, v1x, v1y); + angle2 = R_PointToAngleEx(viewx, viewy, v2x, v2y); -#ifdef NEWCLIP // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! if (angle2 - angle1 < ANGLE_180) return; // PrBoom: use REAL clipping math YAYYYYYYY!!! - if (!gld_clipper_SafeCheckRange(angle2, angle1)) - { return; - } checkforemptylines = true; -#else - // Clip to view edges. - span = angle1 - angle2; - - // backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing - if (span >= ANGLE_180) - return; - - // Global angle needed by segcalc. - //rw_angle1 = angle1; - angle1 -= dup_viewangle; - angle2 -= dup_viewangle; - - tspan = angle1 + gr_clipangle; - if (tspan > 2*gr_clipangle) - { - tspan -= 2*gr_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle1 = gr_clipangle; - } - tspan = gr_clipangle - angle2; - if (tspan > 2*gr_clipangle) - { - tspan -= 2*gr_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle2 = (angle_t)-(signed)gr_clipangle; - } - -#if 0 - { - float fx1,fx2,fy1,fy2; - //BP: test with a better projection than viewangletox[R_PointToAngle(angle)] - // do not enable this at release 4 mul and 2 div - fx1 = ((polyvertex_t *)(line->pv1))->x-gr_viewx; - fy1 = ((polyvertex_t *)(line->pv1))->y-gr_viewy; - fy2 = (fx1 * gr_viewcos + fy1 * gr_viewsin); - if (fy2 < 0) - // the point is back - fx1 = 0; - else - fx1 = gr_windowcenterx + (fx1 * gr_viewsin - fy1 * gr_viewcos) * gr_centerx / fy2; - - fx2 = ((polyvertex_t *)(line->pv2))->x-gr_viewx; - fy2 = ((polyvertex_t *)(line->pv2))->y-gr_viewy; - fy1 = (fx2 * gr_viewcos + fy2 * gr_viewsin); - if (fy1 < 0) - // the point is back - fx2 = vid.width; - else - fx2 = gr_windowcenterx + (fx2 * gr_viewsin - fy2 * gr_viewcos) * gr_centerx / fy1; - - x1 = fx1+0.5f; - x2 = fx2+0.5f; - } -#else - // The seg is in the view range, - // but not necessarily visible. - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - - x1 = gr_viewangletox[angle1]; - x2 = gr_viewangletox[angle2]; -#endif - // Does not cross a pixel? -// if (x1 == x2) -/* { - // BP: HERE IS THE MAIN PROBLEM ! - //CONS_Debug(DBG_RENDER, "tineline\n"); - return; - } -*/ -#endif gr_backsector = line->backsector; -#ifdef NEWCLIP if (!line->backsector) - { gld_clipper_SafeAddClipRange(angle2, angle1); - } - else - { + else + { gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true); if (CheckClip(line, gr_frontsector, gr_backsector)) { @@ -2919,98 +1995,6 @@ static void HWR_AddLine(seg_t * line) HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D return; -#else - // Single sided line? - if (!gr_backsector) - goto clipsolid; - - gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true); - -#ifdef ESLOPE - if (gr_frontsector->f_slope || gr_frontsector->c_slope || gr_backsector->f_slope || gr_backsector->c_slope) - { - fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends - fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends - -#define SLOPEPARAMS(slope, end1, end2, normalheight) \ - if (slope) { \ - end1 = P_GetZAt(slope, v1x, v1y); \ - end2 = P_GetZAt(slope, v2x, v2y); \ - } else \ - end1 = end2 = normalheight; - - SLOPEPARAMS(gr_frontsector->f_slope, frontf1, frontf2, gr_frontsector->floorheight) - SLOPEPARAMS(gr_frontsector->c_slope, frontc1, frontc2, gr_frontsector->ceilingheight) - SLOPEPARAMS( gr_backsector->f_slope, backf1, backf2, gr_backsector->floorheight) - SLOPEPARAMS( gr_backsector->c_slope, backc1, backc2, gr_backsector->ceilingheight) -#undef SLOPEPARAMS - - if (viewsector != gr_backsector && viewsector != gr_frontsector) - { - // Closed door. - if ((backc1 <= frontf1 && backc2 <= frontf2) - || (backf1 >= frontc1 && backf2 >= frontc2)) - { - goto clipsolid; - } - } - - // Check for automap fix. - if (backc1 <= backf1 && backc2 <= backf2 - && ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture) - && ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture) - && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) - goto clipsolid; - - // Window. - if (backc1 != frontc1 || backc2 != frontc2 - || backf1 != frontf1 || backf2 != frontf2) - { - goto clippass; - } - } - else -#endif - { - if (viewsector != gr_backsector && viewsector != gr_frontsector) - { - // Closed door. - if (gr_backsector->ceilingheight <= gr_frontsector->floorheight || - gr_backsector->floorheight >= gr_frontsector->ceilingheight) - goto clipsolid; - } - - // Check for automap fix. - if (gr_backsector->ceilingheight <= gr_backsector->floorheight - && ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture) - && ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture) - && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) - goto clipsolid; - - // Window. - if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight || - gr_backsector->floorheight != gr_frontsector->floorheight) - goto clippass; - } - - // Reject empty lines used for triggers and special events. - // Identical floor and ceiling on both sides, - // identical light levels on both sides, - // and no middle texture. - if (R_IsEmptyLine(gr_curline, gr_frontsector, gr_backsector)) - return; - -clippass: - if (x1 == x2) - { x2++;x1 -= 2; } - HWR_ClipPassWallSegment(x1, x2-1); - return; - -clipsolid: - if (x1 == x2) - goto clippass; - HWR_ClipSolidWallSegment(x1, x2-1); -#endif } // HWR_CheckBBox @@ -3020,28 +2004,24 @@ clipsolid: // // modified to use local variables -static boolean HWR_CheckBBox(fixed_t *bspcoord) +boolean HWR_CheckBBox(fixed_t *bspcoord) { INT32 boxpos; fixed_t px1, py1, px2, py2; angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 sx1, sx2; - angle_t span, tspan; -#endif // Find the corners of the box // that define the edges from current viewpoint. - if (dup_viewx <= bspcoord[BOXLEFT]) + if (viewx <= bspcoord[BOXLEFT]) boxpos = 0; - else if (dup_viewx < bspcoord[BOXRIGHT]) + else if (viewx < bspcoord[BOXRIGHT]) boxpos = 1; else boxpos = 2; - if (dup_viewy >= bspcoord[BOXTOP]) + if (viewy >= bspcoord[BOXTOP]) boxpos |= 0; - else if (dup_viewy > bspcoord[BOXBOTTOM]) + else if (viewy > bspcoord[BOXBOTTOM]) boxpos |= 1<<2; else boxpos |= 2<<2; @@ -3054,59 +2034,9 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) px2 = bspcoord[checkcoord[boxpos][2]]; py2 = bspcoord[checkcoord[boxpos][3]]; -#ifdef NEWCLIP - angle1 = R_PointToAngle(px1, py1); - angle2 = R_PointToAngle(px2, py2); + angle1 = R_PointToAngleEx(viewx, viewy, px1, py1); + angle2 = R_PointToAngleEx(viewx, viewy, px2, py2); return gld_clipper_SafeCheckRange(angle2, angle1); -#else - // check clip list for an open space - angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle; - angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle; - - span = angle1 - angle2; - - // Sitting on a line? - if (span >= ANGLE_180) - return true; - - tspan = angle1 + gr_clipangle; - - if (tspan > 2*gr_clipangle) - { - tspan -= 2*gr_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle1 = gr_clipangle; - } - tspan = gr_clipangle - angle2; - if (tspan > 2*gr_clipangle) - { - tspan -= 2*gr_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle2 = (angle_t)-(signed)gr_clipangle; - } - - // Find the first clippost - // that touches the source post - // (adjacent pixels are touching). - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - sx1 = gr_viewangletox[angle1]; - sx2 = gr_viewangletox[angle2]; - - // Does not cross a pixel. - if (sx1 == sx2) - return false; - - return HWR_ClipToSolidSegs(sx1, sx2 - 1); -#endif } #ifdef POLYOBJECTS @@ -3118,7 +2048,7 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) // Adds all segs in all polyobjects in the given subsector. // Modified for hardware rendering. // -static inline void HWR_AddPolyObjectSegs(void) +void HWR_AddPolyObjectSegs(void) { size_t i, j; seg_t *gr_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL); @@ -3154,9 +2084,7 @@ static inline void HWR_AddPolyObjectSegs(void) } #ifdef POLYOBJECTS_PLANES -static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, - FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, - UINT8 alpha, extracolormap_t *planecolormap) +void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, 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; @@ -3286,16 +2214,16 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, 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 + v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatsize) - flatxref + scrollx); // Go from the polysector's original vertex locations + v3d->t = (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)))); + tempxsow = FLOAT_TO_FIXED(v3d->s); + tempytow = FLOAT_TO_FIXED(v3d->t); + v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); + v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle)))); } v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x); @@ -3304,22 +2232,23 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, } if (planecolormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true); + HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true); + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); if (blendmode & PF_Translucent) { - Surf.FlatColor.s.alpha = (UINT8)alpha; - blendmode |= PF_Modulated|PF_Occlude|PF_Clip; + Surf.PolyColor.s.alpha = (UINT8)alpha; + blendmode |= PF_Modulated|PF_Occlude; } else - blendmode |= PF_Masked|PF_Modulated|PF_Clip; + blendmode |= PF_Masked|PF_Modulated; + HWD.pfnSetShader(1); // floor shader HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode); } -static void HWR_AddPolyObjectPlanes(void) +void HWR_AddPolyObjectPlanes(void) { size_t i; sector_t *polyobjsector; @@ -3346,7 +2275,7 @@ static void HWR_AddPolyObjectPlanes(void) FSurfaceInfo Surf; FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, po_ptrs[i], false, polyobjsector->floorheight, - polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL); + polyobjsector->lightlevel, Surf.PolyColor.s.alpha, polyobjsector, blendmode, NULL); } else { @@ -3368,7 +2297,7 @@ static void HWR_AddPolyObjectPlanes(void) memset(&Surf, 0x00, sizeof(Surf)); blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf); HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, po_ptrs[i], true, polyobjsector->ceilingheight, - polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL); + polyobjsector->lightlevel, Surf.PolyColor.s.alpha, polyobjsector, blendmode, NULL); } else { @@ -3387,9 +2316,8 @@ static void HWR_AddPolyObjectPlanes(void) // HWR_Subsector : Determine floor/ceiling planes. // : Add sprites of things in sector. // : Draw one or more line segments. -// Notes : Sets gr_cursectorlight to the light of the parent sector, to modulate wall textures // -----------------+ -static void HWR_Subsector(size_t num) +void HWR_Subsector(size_t num) { INT16 count; seg_t *line; @@ -3407,11 +2335,6 @@ static void HWR_Subsector(size_t num) if (num >= addsubsector) I_Error("HWR_Subsector: ss %s with numss = %s, addss = %s\n", sizeu1(num), sizeu2(numsubsectors), sizeu3(addsubsector)); - - /*if (num >= numsubsectors) - I_Error("HWR_Subsector: ss %i with numss = %i", - num, - numsubsectors);*/ #endif if (num < numsubsectors) @@ -3441,16 +2364,6 @@ static void HWR_Subsector(size_t num) floorcolormap = ceilingcolormap = gr_frontsector->extra_colormap; - // ------------------------------------------------------------------------ - // sector lighting, DISABLED because it's done in HWR_StoreWallRange - // ------------------------------------------------------------------------ - /// \todo store a RGBA instead of just intensity, allow coloured sector lighting - //light = (FUBYTE)(sub->sector->lightlevel & 0xFF) / 255.0f; - //gr_cursectorlight.red = light; - //gr_cursectorlight.green = light; - //gr_cursectorlight.blue = light; - //gr_cursectorlight.alpha = light; - // ----- for special tricks with HW renderer ----- if (gr_frontsector->pseudoSector) { @@ -3517,59 +2430,39 @@ static void HWR_Subsector(size_t num) sub->sector->extra_colormap = gr_frontsector->extra_colormap; // render floor ? -#ifdef DOPLANES // yeah, easy backface cull! :) - if (cullFloorHeight < dup_viewz) + if (cullFloorHeight < viewz) { if (gr_frontsector->floorpic != skyflatnum) { if (sub->validcount != validcount) { HWR_GetFlat(levelflats[gr_frontsector->floorpic].lumpnum); - HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false, + HWR_RenderPlane(&extrasubsectors[num], false, // Hack to make things continue to work around slopes. locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, NULL, 255, false, floorcolormap); + PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, NULL, 255, floorcolormap); } } - else - { -#ifdef POLYSKY - HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight); -#endif - } } - if (cullCeilingHeight > dup_viewz) + if (cullCeilingHeight > viewz) { if (gr_frontsector->ceilingpic != skyflatnum) { if (sub->validcount != validcount) { HWR_GetFlat(levelflats[gr_frontsector->ceilingpic].lumpnum); - HWR_RenderPlane(NULL, &extrasubsectors[num], true, + HWR_RenderPlane(&extrasubsectors[num], true, // Hack to make things continue to work around slopes. locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight, // We now return you to your regularly scheduled rendering. - PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum,NULL, 255, false, ceilingcolormap); + PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum,NULL, 255, ceilingcolormap); } } - else - { -#ifdef POLYSKY - HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight); -#endif - } } -#ifndef POLYSKY - // Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky - if (gr_frontsector->ceilingpic == skyflatnum || gr_frontsector->floorpic == skyflatnum) - drawsky = true; -#endif - -#ifdef R_FAKEFLOORS if (gr_frontsector->ffloors) { /// \todo fix light, xoffs, yoffs, extracolormap ? @@ -3597,19 +2490,19 @@ static void HWR_Subsector(size_t num) if (centerHeight <= locCeilingHeight && centerHeight >= locFloorHeight && - ((dup_viewz < cullHeight && !(rover->flags & FF_INVERTPLANES)) || - (dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES)))) + ((viewz < cullHeight && !(rover->flags & FF_INVERTPLANES)) || + (viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES)))) { if (rover->flags & FF_FOG) { UINT8 alpha; - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); + 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, NORMALFOG); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG); HWR_AddTransparentFloor(0, &extrasubsectors[num], @@ -3621,29 +2514,21 @@ static void HWR_Subsector(size_t num) } else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient { - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); -#ifndef SORTING - HWR_Add3DWater(levelflats[*rover->bottompic].lumpnum, - &extrasubsectors[num], - *rover->bottomheight, - *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1, rover->master->frontsector); -#else + light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); HWR_AddTransparentFloor(levelflats[*rover->bottompic].lumpnum, &extrasubsectors[num], false, *rover->bottomheight, *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent, + rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, false, gr_frontsector->lightlist[light].extra_colormap); -#endif } else { HWR_GetFlat(levelflats[*rover->bottompic].lumpnum); - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); - HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum, - rover->master->frontsector, 255, false, gr_frontsector->lightlist[light].extra_colormap); + light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); + HWR_RenderPlane(&extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum, + rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap); } } @@ -3660,19 +2545,19 @@ static void HWR_Subsector(size_t num) if (centerHeight >= locFloorHeight && centerHeight <= locCeilingHeight && - ((dup_viewz > cullHeight && !(rover->flags & FF_INVERTPLANES)) || - (dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES)))) + ((viewz > cullHeight && !(rover->flags & FF_INVERTPLANES)) || + (viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES)))) { if (rover->flags & FF_FOG) { UINT8 alpha; - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); + 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, NORMALFOG); + alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG); HWR_AddTransparentFloor(0, &extrasubsectors[num], @@ -3684,36 +2569,25 @@ static void HWR_Subsector(size_t num) } else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) { - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); -#ifndef SORTING - HWR_Add3DWater(levelflats[*rover->toppic].lumpnum, - &extrasubsectors[num], - *rover->topheight, - *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1, rover->master->frontsector); -#else + light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); HWR_AddTransparentFloor(levelflats[*rover->toppic].lumpnum, &extrasubsectors[num], true, *rover->topheight, *gr_frontsector->lightlist[light].lightlevel, - rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent, + rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent, false, gr_frontsector->lightlist[light].extra_colormap); -#endif - } else { HWR_GetFlat(levelflats[*rover->toppic].lumpnum); - light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); - HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum, - rover->master->frontsector, 255, false, gr_frontsector->lightlist[light].extra_colormap); + light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false); + HWR_RenderPlane(&extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum, + rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap); } } } } -#endif -#endif //doplanes #ifdef POLYOBJECTS // Draw all the polyobjects in this subsector @@ -3782,59 +2656,8 @@ static void HWR_Subsector(size_t num) // traversing subtree recursively. // Just call with BSP root. -#ifdef coolhack -//t;b;l;r -static fixed_t hackbbox[4]; -//BOXTOP, -//BOXBOTTOM, -//BOXLEFT, -//BOXRIGHT -static boolean HWR_CheckHackBBox(fixed_t *bb) +void HWR_RenderBSPNode(INT32 bspnum) { - if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up - return false; - if (bb[BOXBOTTOM] > hackbbox[BOXTOP]) - return false; - if (bb[BOXLEFT] > hackbbox[BOXRIGHT]) - return false; - if (bb[BOXRIGHT] < hackbbox[BOXLEFT]) - return false; - return true; -} -#endif - -// BP: big hack for a test in lighning ref : 1249753487AB -fixed_t *hwbbox; - -static void HWR_RenderBSPNode(INT32 bspnum) -{ - /*//GZDoom code - if(bspnum == -1) - { - HWR_Subsector(subsectors); - return; - } - while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector - { - node_t *bsp = &nodes[bspnum]; - - // Decide which side the view point is on - INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp); - - // Recursively divide front space (toward the viewer) - HWR_RenderBSPNode(bsp->children[side]); - - // Possibly divide back space (away from viewer) - side ^= 1; - - if (!HWR_CheckBBox(bsp->bbox[side])) - return; - - bspnum = bsp->children[side]; - } - - HWR_Subsector(bspnum-1); -*/ node_t *bsp = &nodes[bspnum]; // Decide which side the view point is on @@ -3843,129 +2666,20 @@ static void HWR_RenderBSPNode(INT32 bspnum) // Found a subsector? if (bspnum & NF_SUBSECTOR) { - if (bspnum == -1) - { - //*(gr_drawsubsector_p++) = 0; - HWR_Subsector(0); - } - else - { - //*(gr_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR); + if (bspnum != -1) HWR_Subsector(bspnum&(~NF_SUBSECTOR)); - } return; } // Decide which side the view point is on. - side = R_PointOnSide(dup_viewx, dup_viewy, bsp); - - // BP: big hack for a test in lighning ref : 1249753487AB - hwbbox = bsp->bbox[side]; + side = R_PointOnSide(viewx, viewy, bsp); // Recursively divide front space. HWR_RenderBSPNode(bsp->children[side]); // Possibly divide back space. if (HWR_CheckBBox(bsp->bbox[side^1])) - { - // BP: big hack for a test in lighning ref : 1249753487AB - hwbbox = bsp->bbox[side^1]; HWR_RenderBSPNode(bsp->children[side^1]); - } -} - -/* -// -// Clear 'stack' of subsectors to draw -// -static void HWR_ClearDrawSubsectors(void) -{ - gr_drawsubsector_p = gr_drawsubsectors; -} - -// -// Draw subsectors pushed on the drawsubsectors 'stack', back to front -// -static void HWR_RenderSubsectors(void) -{ - while (gr_drawsubsector_p > gr_drawsubsectors) - { - HWR_RenderBSPNode( - lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR); - } -} -*/ - -// ========================================================================== -// FROM R_MAIN.C -// ========================================================================== - -//BP : exactely the same as R_InitTextureMapping -void HWR_InitTextureMapping(void) -{ - angle_t i; - INT32 x; - INT32 t; - fixed_t focallength; - fixed_t grcenterx; - fixed_t grcenterxfrac; - INT32 grviewwidth; - -#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT) - - grviewwidth = vid.width; - grcenterx = grviewwidth/2; - grcenterxfrac = grcenterx< FRACUNIT*2) - t = -1; - else if (FINETANGENT(i) < -FRACUNIT*2) - t = grviewwidth+1; - else - { - t = FixedMul(FINETANGENT(i), focallength); - t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS; - - if (t < -1) - t = -1; - else if (t > grviewwidth+1) - t = grviewwidth+1; - } - gr_viewangletox[i] = t; - } - - // Scan viewangletox[] to generate xtoviewangle[]: - // xtoviewangle will give the smallest view angle - // that maps to x. - for (x = 0; x <= grviewwidth; x++) - { - i = 0; - while (gr_viewangletox[i]>x) - i++; - gr_xtoviewangle[x] = (i<flip) { - swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; - swallVerts[2].sow = swallVerts[1].sow = 0; + swallVerts[0].s = swallVerts[3].s = gpatch->max_s; + swallVerts[2].s = swallVerts[1].s = 0; } else { - swallVerts[0].sow = swallVerts[3].sow = 0; - swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; + swallVerts[0].s = swallVerts[3].s = 0; + swallVerts[2].s = swallVerts[1].s = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; - swallVerts[0].tow = swallVerts[1].tow = 0; + swallVerts[3].t = swallVerts[2].t = gpatch->max_t; + swallVerts[0].t = swallVerts[1].t = 0; } else { - swallVerts[3].tow = swallVerts[2].tow = 0; - swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; + swallVerts[3].t = swallVerts[2].t = 0; + swallVerts[0].t = swallVerts[1].t = gpatch->max_t; } - sSurf.FlatColor.s.red = 0x00; - sSurf.FlatColor.s.blue = 0x00; - sSurf.FlatColor.s.green = 0x00; - - /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) - { - sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = 255; - extracolormap_t *colormap = sector->extra_colormap; - - if (sector->numlights) - { - INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false); - - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = *sector->lightlist[light].lightlevel; - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else - { - lightlevel = sector->lightlevel; - - if (sector->extra_colormap) - colormap = sector->extra_colormap; - } - - if (colormap) - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); - else - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); - }*/ + sSurf.PolyColor.s.red = 0x00; + sSurf.PolyColor.s.blue = 0x00; + sSurf.PolyColor.s.green = 0x00; // shadow is always half as translucent as the sprite itself if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency) - sSurf.FlatColor.s.alpha = 0x80; // default + sSurf.PolyColor.s.alpha = 0x80; // default else if (spr->mobj->flags2 & MF2_SHADOW) - sSurf.FlatColor.s.alpha = 0x20; + sSurf.PolyColor.s.alpha = 0x20; else if (spr->mobj->frame & FF_TRANSMASK) { HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); - sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! + sSurf.PolyColor.s.alpha /= 2; //cut alpha in half! } else - sSurf.FlatColor.s.alpha = 0x80; // default + sSurf.PolyColor.s.alpha = 0x80; // default - if (sSurf.FlatColor.s.alpha > floorheight/4) + if (sSurf.PolyColor.s.alpha > floorheight/4) { - sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); - HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); + sSurf.PolyColor.s.alpha = (UINT8)(sSurf.PolyColor.s.alpha - floorheight/4); + HWD.pfnSetShader(1); // floor shader + HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated); } } // This is expecting a pointer to an array containing 4 wallVerts for a sprite static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts) { - if (cv_grspritebillboarding.value - && spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE) - && wallVerts) + if (cv_grspritebillboarding.value && spr && spr->mobj && wallVerts) { float basey = FIXED_TO_FLOAT(spr->mobj->z); float lowy = wallVerts[0].y; @@ -4337,10 +3020,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (cv_shadow.value // Shadows enabled && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. { //////////////////// @@ -4367,29 +3046,30 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (spr->flip) { - baseWallVerts[0].sow = baseWallVerts[3].sow = gpatch->max_s; - baseWallVerts[2].sow = baseWallVerts[1].sow = 0; + baseWallVerts[0].s = baseWallVerts[3].s = gpatch->max_s; + baseWallVerts[2].s = baseWallVerts[1].s = 0; } else { - baseWallVerts[0].sow = baseWallVerts[3].sow = 0; - baseWallVerts[2].sow = baseWallVerts[1].sow = gpatch->max_s; + baseWallVerts[0].s = baseWallVerts[3].s = 0; + baseWallVerts[2].s = baseWallVerts[1].s = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - baseWallVerts[3].tow = baseWallVerts[2].tow = gpatch->max_t; - baseWallVerts[0].tow = baseWallVerts[1].tow = 0; + baseWallVerts[3].t = baseWallVerts[2].t = gpatch->max_t; + baseWallVerts[0].t = baseWallVerts[1].t = 0; } else { - baseWallVerts[3].tow = baseWallVerts[2].tow = 0; - baseWallVerts[0].tow = baseWallVerts[1].tow = gpatch->max_t; + baseWallVerts[3].t = baseWallVerts[2].t = 0; + baseWallVerts[0].t = baseWallVerts[1].t = gpatch->max_t; } // if it has a dispoffset, push it a little towards the camera - if (spr->dispoffset) { + if (spr->dispoffset) + { float co = -gr_viewcos*(0.05f*spr->dispoffset); float si = -gr_viewsin*(0.05f*spr->dispoffset); baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si; @@ -4403,8 +3083,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) realtop = top = baseWallVerts[3].y; realbot = bot = baseWallVerts[0].y; - towtop = baseWallVerts[3].tow; - towbot = baseWallVerts[0].tow; + towtop = baseWallVerts[3].t; + towbot = baseWallVerts[0].t; towmult = (towbot - towtop) / (top - bot); #ifdef ESLOPE @@ -4419,12 +3099,12 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) if (!cv_translucency.value) // translucency disabled { - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } else if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4435,11 +3115,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } - alpha = Surf.FlatColor.s.alpha; + alpha = Surf.PolyColor.s.alpha; // Start with the lightlevel and colormap from the top of the sprite lightlevel = *list[sector->numlights - 1].lightlevel; @@ -4534,10 +3214,10 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) #endif #ifdef ESLOPE - wallVerts[3].tow = towtop + ((realtop - top) * towmult); - wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); - wallVerts[0].tow = towtop + ((realtop - bot) * towmult); - wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + wallVerts[3].t = towtop + ((realtop - top) * towmult); + wallVerts[2].t = towtop + ((endrealtop - endtop) * towmult); + wallVerts[0].t = towtop + ((realtop - bot) * towmult); + wallVerts[1].t = towtop + ((endrealtop - endbot) * towmult); wallVerts[3].y = top; wallVerts[2].y = endtop; @@ -4545,8 +3225,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[1].y = endbot; // The x and y only need to be adjusted in the case that it's not a papersprite - if (cv_grspritebillboarding.value - && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)) + if (cv_grspritebillboarding.value && spr->mobj) { // Get the x and z of the vertices so billboarding draws correctly realheight = realbot - realtop; @@ -4568,15 +3247,14 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult; } #else - wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); - wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); + wallVerts[3].t = wallVerts[2].t = towtop + ((realtop - top) * towmult); + wallVerts[0].t = wallVerts[1].t = towtop + ((realtop - bot) * towmult); wallVerts[2].y = wallVerts[3].y = top; wallVerts[0].y = wallVerts[1].y = bot; // The x and y only need to be adjusted in the case that it's not a papersprite - if (cv_grspritebillboarding.value - && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)) + if (cv_grspritebillboarding.value && spr->mobj) { // Get the x and z of the vertices so billboarding draws correctly realheight = realbot - realtop; @@ -4595,13 +3273,14 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) #endif if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); - Surf.FlatColor.s.alpha = alpha; + Surf.PolyColor.s.alpha = alpha; - HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); + HWD.pfnSetShader(3); // sprite shader + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated); top = bot; #ifdef ESLOPE @@ -4619,31 +3298,32 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite #ifdef ESLOPE - wallVerts[3].tow = towtop + ((realtop - top) * towmult); - wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); - wallVerts[0].tow = towtop + ((realtop - bot) * towmult); - wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + wallVerts[3].t = towtop + ((realtop - top) * towmult); + wallVerts[2].t = towtop + ((endrealtop - endtop) * towmult); + wallVerts[0].t = towtop + ((realtop - bot) * towmult); + wallVerts[1].t = towtop + ((endrealtop - endbot) * towmult); wallVerts[3].y = top; wallVerts[2].y = endtop; wallVerts[0].y = bot; wallVerts[1].y = endbot; #else - wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); - wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); + wallVerts[3].t = wallVerts[2].t = towtop + ((realtop - top) * towmult); + wallVerts[0].t = wallVerts[1].t = towtop + ((realtop - bot) * towmult); wallVerts[2].y = wallVerts[3].y = top; wallVerts[0].y = wallVerts[1].y = bot; #endif if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); - Surf.FlatColor.s.alpha = alpha; + Surf.PolyColor.s.alpha = alpha; - HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); + HWD.pfnSetShader(3); // sprite shader + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated); } // -----------------+ @@ -4658,7 +3338,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) GLPatch_t *gpatch; // sprite patch converted to hardware FSurfaceInfo Surf; const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES); - //const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE)); if (spr->mobj) this_scale = FIXED_TO_FLOAT(spr->mobj->scale); if (hires) @@ -4684,12 +3363,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE); -#ifdef ALAM_LIGHTING - if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY || - (spr->mobj->player && spr->mobj->player->powers[pw_super]))) - HWR_DL_AddLight(spr, gpatch); -#endif - // create the sprite billboard // // 3--2 @@ -4713,21 +3386,21 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (spr->flip) { - wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s; - wallVerts[2].sow = wallVerts[1].sow = 0; + wallVerts[0].s = wallVerts[3].s = gpatch->max_s; + wallVerts[2].s = wallVerts[1].s = 0; }else{ - wallVerts[0].sow = wallVerts[3].sow = 0; - wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s; + wallVerts[0].s = wallVerts[3].s = 0; + wallVerts[2].s = wallVerts[1].s = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t; - wallVerts[0].tow = wallVerts[1].tow = 0; + wallVerts[3].t = wallVerts[2].t = gpatch->max_t; + wallVerts[0].t = wallVerts[1].t = 0; }else{ - wallVerts[3].tow = wallVerts[2].tow = 0; - wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; + wallVerts[3].t = wallVerts[2].t = 0; + wallVerts[0].t = wallVerts[1].t = gpatch->max_t; } // cache the patch in the graphics card memory @@ -4739,10 +3412,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (cv_shadow.value // Shadows enabled && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. { //////////////////// @@ -4752,7 +3421,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) } // if it has a dispoffset, push it a little towards the camera - if (spr->dispoffset) { + if (spr->dispoffset) + { float co = -gr_viewcos*(0.05f*spr->dispoffset); float si = -gr_viewsin*(0.05f*spr->dispoffset); wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si; @@ -4778,21 +3448,21 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) lightlevel = sector->lightlevel; if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); } { FBITFIELD blend = 0; if (!cv_translucency.value) // translucency disabled { - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } else if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4803,15 +3473,15 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } - HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); + HWD.pfnSetShader(3); // sprite shader + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated); } } -#ifdef HWPRECIP // Sprite drawer for precipitation static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) { @@ -4848,11 +3518,11 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) // Let dispoffset work first since this adjust each vertex HWR_RotateSpritePolyToAim(spr, wallVerts); - wallVerts[0].sow = wallVerts[3].sow = 0; - wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s; + wallVerts[0].s = wallVerts[3].s = 0; + wallVerts[2].s = wallVerts[1].s = gpatch->max_s; - wallVerts[3].tow = wallVerts[2].tow = 0; - wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t; + wallVerts[3].t = wallVerts[2].t = 0; + wallVerts[0].t = wallVerts[1].t = gpatch->max_t; // cache the patch in the graphics card memory //12/12/99: Hurdler: same comment as above (for md2) @@ -4887,14 +3557,14 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) } if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); } if (spr->mobj->flags2 & MF2_SHADOW) { - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; blend = PF_Translucent; } else if (spr->mobj->frame & FF_TRANSMASK) @@ -4905,13 +3575,13 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) // work properly under glide nor with fogcolor to ffffff :( // Hurdler: PF_Environement would be cool, but we need to fix // the issue with the fog before - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; blend = PF_Translucent|PF_Occlude; } - HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); + HWD.pfnSetShader(3); // sprite shader + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated); } -#endif // -------------------------------------------------------------------------- // Sort vissprites by distance @@ -5012,14 +3682,11 @@ static void HWR_SortVisSprites(void) // middle texture. This is used for sorting with sprites. typedef struct { - wallVert3D wallVerts[4]; + FOutVector wallVerts[4]; FSurfaceInfo Surf; INT32 texnum; FBITFIELD blend; INT32 drawcount; -#ifndef SORTING - fixed_t fixedheight; -#endif boolean fogwall; INT32 lightlevel; extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting @@ -5028,10 +3695,6 @@ typedef struct static wallinfo_t *wallinfo = NULL; static size_t numwalls = 0; // a list of transparent walls to be drawn -static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); - -#define MAX_TRANSPARENTWALL 256 - typedef struct { extrasubsector_t *xsub; @@ -5067,30 +3730,19 @@ typedef struct 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 -//static floorinfo_t *floorinfo = NULL; -//static size_t numfloors = 0; -//Hurdler: 3D water sutffs typedef struct gr_drawnode_s { planeinfo_t *plane; polyplaneinfo_t *polyplane; wallinfo_t *wall; gr_vissprite_t *sprite; - -// struct gr_drawnode_s *next; -// struct gr_drawnode_s *prev; } gr_drawnode_t; -static INT32 drawcount = 0; - +#define MAX_TRANSPARENTWALL 256 #define MAX_TRANSPARENTFLOOR 512 // This will likely turn into a copy of HWR_Add3DWater and replace it. -void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) +void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap) { static size_t allocedplanes = 0; @@ -5121,8 +3773,7 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean // 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, boolean isceiling, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) +void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap) { static size_t allocedpolyplanes = 0; @@ -5149,13 +3800,12 @@ void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, numpolyplanes++; } -// -// HWR_CreateDrawNodes -// Creates and sorts a list of drawnodes for the scene being rendered. -static void HWR_CreateDrawNodes(void) +// HWR_RenderDrawNodes +// Creates, sorts and renders a list of drawnodes for the current frame. +void HWR_RenderDrawNodes(void) { UINT32 i = 0, p = 0, prev = 0, loop; - const fixed_t pviewz = dup_viewz; + const fixed_t pviewz = viewz; // Dump EVERYTHING into a huge drawnode list. Then we'll sort it! // Could this be optimized into _AddTransparentWall/_AddTransparentPlane? @@ -5291,8 +3941,10 @@ static void HWR_CreateDrawNodes(void) } //i++ } // loop++ - HWD.pfnSetTransform(&atransform); // Okay! Let's draw it all! Woo! + HWD.pfnSetTransform(&atransform); + HWD.pfnSetShader(0); + for (i = 0; i < p; i++) { if (sortnode[sortindex[i]].plane) @@ -5302,8 +3954,8 @@ static void HWR_CreateDrawNodes(void) if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture)) HWR_GetFlat(sortnode[sortindex[i]].plane->lumpnum); - HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, 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); + HWR_RenderPlane(sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, 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) { @@ -5333,14 +3985,10 @@ static void HWR_CreateDrawNodes(void) Z_Free(sortindex); } -#endif - // -------------------------------------------------------------------------- // Draw all vissprites // -------------------------------------------------------------------------- -#ifdef SORTING -// added the stransform so they can be switched as drawing happenes so MD2s and sprites are sorted correctly with each other -static void HWR_DrawSprites(void) +void HWR_DrawSprites(void) { if (gr_visspritecount > 0) { @@ -5351,11 +3999,9 @@ static void HWR_DrawSprites(void) spr != &gr_vsprsortedhead; spr = spr->next) { -#ifdef HWPRECIP if (spr->precip) HWR_DrawPrecipitationSprite(spr); else -#endif if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { // 8/1/19: Only don't display player models if no default SPR_PLAY is found. @@ -5374,19 +4020,15 @@ static void HWR_DrawSprites(void) } } } -#endif // -------------------------------------------------------------------------- // HWR_AddSprites // During BSP traversal, this adds sprites by sector. // -------------------------------------------------------------------------- -static UINT8 sectorlight; -static void HWR_AddSprites(sector_t *sec) +void HWR_AddSprites(sector_t *sec) { mobj_t *thing; -#ifdef HWPRECIP precipmobj_t *precipthing; -#endif fixed_t approx_dist, limit_dist; // BSP is traversed by subsector. @@ -5399,9 +4041,6 @@ static void HWR_AddSprites(sector_t *sec) // Well, now it will be done. sec->validcount = validcount; - // sprite lighting - sectorlight = sec->lightlevel & 0xff; - // Handle all things in sector. // If a limit exists, handle things a tiny bit different. if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS)) @@ -5469,7 +4108,6 @@ static void HWR_AddSprites(sector_t *sec) } } -#ifdef HWPRECIP // Someone seriously wants infinite draw distance for precipitation? if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) { @@ -5493,7 +4131,6 @@ static void HWR_AddSprites(sector_t *sec) if (!(precipthing->precipflags & PCF_INVISIBLE)) HWR_ProjectPrecipitationSprite(precipthing); } -#endif } // -------------------------------------------------------------------------- @@ -5501,12 +4138,13 @@ static void HWR_AddSprites(sector_t *sec) // Generates a vissprite for a thing if it might be visible. // -------------------------------------------------------------------------- // BP why not use xtoviexangle/viewangletox like in bsp ?.... -static void HWR_ProjectSprite(mobj_t *thing) +void HWR_ProjectSprite(mobj_t *thing) { gr_vissprite_t *vis; float tr_x, tr_y; float tz; float x1, x2; + float z1, z2; float rightsin, rightcos; float this_scale; float gz, gzt; @@ -5516,9 +4154,8 @@ static void HWR_ProjectSprite(mobj_t *thing) unsigned rot; UINT8 flip; angle_t ang; - INT32 heightsec, phs; const boolean papersprite = (thing->frame & FF_PAPERSPRITE); - float z1, z2; + INT32 heightsec, phs; if (!thing) return; @@ -5573,63 +4210,28 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif - if (thing->player) - ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle; + if (sprframe->rotate) + { + // choose a different rotation based on player view + ang = R_PointToAngle(thing->x, thing->y); // uses viewx,viewy + rot = (ang-thing->angle+ANGLE_202h)>>29; + //Fab: lumpid is the index for spritewidth,spriteoffset... tables + lumpoff = sprframe->lumpid[rot]; + flip = sprframe->flip & (1<x, thing->y) - thing->angle; - - if (sprframe->rotate == SRF_SINGLE) { // use single rotation for all views rot = 0; //Fab: for vis->patch below lumpoff = sprframe->lumpid[0]; //Fab: see note above flip = sprframe->flip; // Will only be 0x00 or 0xFF - - if (papersprite && ang < ANGLE_180) - { - if (flip) - flip = 0; - else - flip = 255; - } - } - else - { - // choose a different rotation based on player view - if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right - rot = 6; // F7 slot - else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left - rot = 2; // F3 slot - else // Normal behaviour - rot = (ang+ANGLE_202h)>>29; - - //Fab: lumpid is the index for spritewidth,spriteoffset... tables - lumpoff = sprframe->lumpid[rot]; - flip = sprframe->flip & (1<skin && ((skin_t *)thing->skin)->flags & SF_HIRES) this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale); - if (papersprite) - { - rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle)>>ANGLETOFINESHIFT)); - } - else - { - rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT)); - } - + rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT)); + rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT)); if (flip) { x1 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale); @@ -5692,8 +4294,6 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->patchlumpnum = sprframe->lumppat[rot]; vis->flip = flip; vis->mobj = thing; - vis->z1 = z1; - vis->z2 = z2; //Hurdler: 25/04/2000: now support colormap in hardware mode if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" @@ -5708,24 +4308,16 @@ static void HWR_ProjectSprite(mobj_t *thing) else if (thing->color) { // New colormap stuff for skins Tails 06-07-2002 - if (thing->colorized) - vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE); - else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player! + if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player! { size_t skinnum = (skin_t*)thing->skin-skins; vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE); } else - vis->colormap = R_GetTranslationColormap(TC_DEFAULT, thing->color, GTC_CACHE); + vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE); } else - { vis->colormap = colormaps; -#ifdef GLENCORE - if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK))) - vis->colormap += (256*32); -#endif - } // set top/bottom coords vis->ty = gzt; @@ -5741,9 +4333,8 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->precip = false; } -#ifdef HWPRECIP // Precipitation projector for hardware mode -static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) +void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) { gr_vissprite_t *vis; float tr_x, tr_y; @@ -5839,22 +4430,16 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) vis->mobj = (mobj_t *)thing; vis->colormap = colormaps; -#ifdef GLENCORE - if (encoremap) - vis->colormap += (256*32); -#endif // set top/bottom coords vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset); vis->precip = true; } -#endif -// ========================================================================== -// -// ========================================================================== -static void HWR_DrawSkyBackground(void) +static boolean drewsky = false; + +void HWR_DrawSkyBackground(void) { FOutVector v[4]; angle_t angle; @@ -5862,7 +4447,10 @@ static void HWR_DrawSkyBackground(void) float aspectratio; float angleturn; - HWR_GetTexture(texturetranslation[skytexture]); + if (drewsky) + return; + + HWR_GetTexture(skytexture); aspectratio = (float)vid.width/(float)vid.height; //Hurdler: the sky is the only texture who need 4.0f instead of 1.0 @@ -5887,22 +4475,15 @@ static void HWR_DrawSkyBackground(void) // 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 - angle = (dup_viewangle + gr_xtoviewangle[0]); - dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f); + angle = (viewangle + xtoviewangle[0]); + dimensionmultiply = ((float)textures[skytexture]->width/256.0f); - if (atransform.mirror) - { - angle = InvAngle(angle); - dimensionmultiply *= -1; - } - - 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)); + v[0].s = v[3].s = ((float) angle / ((ANGLE_90-1)*dimensionmultiply)); + v[2].s = v[1].s = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply)); // Y angle = aimingangle; - - dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio)); + dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio)); if (splitscreen == 1) { @@ -5915,30 +4496,42 @@ static void HWR_DrawSkyBackground(void) 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)); + v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply)); + v[0].t = v[1].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply)); } else { - 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)); + v[3].t = v[2].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply)); + v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply)); } angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply; - 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 + if (cv_grshearing.value) { - angle = InvAngle(angle); - v[3].tow = v[2].tow += ((float) angle / angleturn); - v[0].tow = v[1].tow += ((float) angle / angleturn); + // Doesn't really make sense, but what can I do? + angle_t dy = FixedAngle(FixedMul(360*FRACUNIT, FixedDiv(AIMINGTODY(aimingangle), 900*FRACUNIT))); + v[3].t = v[2].t -= ((float) dy / angleturn); + v[0].t = v[1].t -= ((float) dy / angleturn); } else { - v[3].tow = v[2].tow -= ((float) angle / angleturn); - v[0].tow = v[1].tow -= ((float) angle / angleturn); + 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].t = v[2].t += ((float) angle / angleturn); + v[0].t = v[1].t += ((float) angle / angleturn); + } + else + { + v[3].t = v[2].t -= ((float) angle / angleturn); + v[0].t = v[1].t -= ((float) angle / angleturn); + } } + HWD.pfnSetShader(7); // sky shader HWD.pfnDrawPolygon(NULL, v, 4, 0); + HWD.pfnSetShader(0); } @@ -5947,23 +4540,12 @@ static void HWR_DrawSkyBackground(void) // -----------------+ static inline void HWR_ClearView(void) { - // 3--2 - // | /| - // |/ | - // 0--1 - - /// \bug faB - enable depth mask, disable color mask - HWD.pfnGClipRect((INT32)gr_viewwindowx, (INT32)gr_viewwindowy, (INT32)(gr_viewwindowx + gr_viewwidth), (INT32)(gr_viewwindowy + gr_viewheight), ZCLIP_PLANE); HWD.pfnClearBuffer(false, true, 0); - - //disable clip window - set to full size - // rem by Hurdler - // HWD.pfnGClipRect(0, 0, vid.width, vid.height); } @@ -5980,234 +4562,161 @@ void HWR_SetViewSize(void) gr_viewheight /= 2; if (splitscreen > 1) - gr_viewwidth /= 2; + gr_viewwidth /= 2; - gr_basecenterx = gr_viewwidth / 2; - gr_basecentery = gr_viewheight / 2; + gr_centerx = gr_viewwidth / 2; + gr_basecentery = gr_viewheight / 2; //note: this is (gr_centerx * gr_viewheight / gr_viewwidth) - gr_baseviewwindowy = 0; - gr_basewindowcentery = (float)(gr_viewheight / 2); - - gr_baseviewwindowx = 0; - gr_basewindowcenterx = (float)(gr_viewwidth / 2); - - gr_pspritexscale = ((vid.width*gr_pspriteyscale*BASEVIDHEIGHT)/BASEVIDWIDTH)/vid.height; - gr_pspriteyscale = ((vid.height*gr_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width; + gr_viewwindowx = (vid.width - gr_viewwidth) / 2; + gr_windowcenterx = (float)(vid.width / 2); + if (fabsf(gr_viewwidth - vid.width) < 1.0E-36f) + { + gr_baseviewwindowy = 0; + gr_basewindowcentery = gr_viewheight / 2; // window top left corner at 0,0 + } + else + { + gr_baseviewwindowy = (vid.height-gr_viewheight) / 2; + gr_basewindowcentery = (float)(vid.height / 2); + } HWD.pfnFlushScreenTextures(); } // ========================================================================== -// Same as rendering the player view, but from the skybox object +// Render the current frame. // ========================================================================== -void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) +void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox) { - const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd); - postimg_t *type; - - type = &postimgtype[viewnumber]; - - { - // do we really need to save player (is it not the same)? - player_t *saved_player = stplyr; - stplyr = player; - ST_doPaletteStuff(); - stplyr = saved_player; -#ifdef ALAM_LIGHTING - HWR_SetLights(viewnumber); -#endif - } - - // note: sets viewangle, viewx, viewy, viewz - R_SkyboxFrame(player); - - // copy view cam position for local use - dup_viewx = viewx; - dup_viewy = viewy; - dup_viewz = viewz; - dup_viewangle = viewangle; + angle_t a1; + const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd); + postimg_t *postprocessor; + INT32 i; // set window position - gr_centerx = gr_basecenterx; - gr_viewwindowx = gr_baseviewwindowx; - gr_windowcenterx = gr_basewindowcenterx; gr_centery = gr_basecentery; gr_viewwindowy = gr_baseviewwindowy; gr_windowcentery = gr_basewindowcentery; - - if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) + if (splitscreen && viewnumber == 1) { - gr_viewwindowy += gr_viewheight; - gr_windowcentery += gr_viewheight; + gr_viewwindowy += (vid.height/2); + gr_windowcentery += (vid.height/2); } if (splitscreen > 1 && viewnumber & 1) { gr_viewwindowx += gr_viewwidth; gr_windowcenterx += gr_viewwidth; - } + } // check for new console commands. NetUpdate(); - gr_viewx = FIXED_TO_FLOAT(dup_viewx); - gr_viewy = FIXED_TO_FLOAT(dup_viewy); - gr_viewz = FIXED_TO_FLOAT(dup_viewz); + gr_viewx = FIXED_TO_FLOAT(viewx); + gr_viewy = FIXED_TO_FLOAT(viewy); + gr_viewz = FIXED_TO_FLOAT(viewz); gr_viewsin = FIXED_TO_FLOAT(viewsin); gr_viewcos = FIXED_TO_FLOAT(viewcos); - gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT)); - gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT)); + // Set T&L transform + atransform.x = gr_viewx; + atransform.y = gr_viewy; + atransform.z = gr_viewz; - //04/01/2000: Hurdler: added for T&L - // It should replace all other gr_viewxxx when finished - atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - atransform.anglez = 0.0f; - - if (*type == postimg_flip) - atransform.flip = true; - else - atransform.flip = false; - - if (*type == postimg_mirror) - atransform.mirror = true; - else - atransform.mirror = false; - - atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx) - atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy) - atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz) atransform.scalex = 1; atransform.scaley = (float)vid.width/vid.height; atransform.scalez = 1; + + // 14042019 + gr_aimingangle = aimingangle; + atransform.shearing = false; + atransform.viewaiming = aimingangle; + + if (cv_grshearing.value) + { + gr_aimingangle = 0; + atransform.shearing = true; + } + + gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gr_aimingangle>>ANGLETOFINESHIFT)); + gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(gr_aimingangle>>ANGLETOFINESHIFT)); + + atransform.anglex = (float)(gr_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); + atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); + atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails atransform.splitscreen = splitscreen; + + for (i = 0; i <= splitscreen; i++) + { + if (player == &players[displayplayers[i]]) + postprocessor = &postimgtype[i]; + } - gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); + atransform.flip = false; + if (*postprocessor == postimg_flip) + atransform.flip = true; - //------------------------------------------------------------------------ + // Clear view, set viewport (glViewport), set perspective... HWR_ClearView(); + HWR_ClearSprites(); -if (0) -{ // I don't think this is ever used. + ST_doPaletteStuff(); + + // Draw the sky background. + HWR_DrawSkyBackground(); + if (skybox) + drewsky = true; + + a1 = gld_FrustumAngle(gr_aimingangle); + gld_clipper_Clear(); + gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); +#ifdef HAVE_SPHEREFRUSTRUM + gld_FrustrumSetup(); +#endif + + // Set transform. + HWD.pfnSetTransform(&atransform); + + // Reset the shader state. + 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 (drawsky) - HWR_DrawSkyBackground(); - - //Hurdler: it doesn't work in splitscreen mode - drawsky = splitscreen; - - HWR_ClearSprites(); - -#ifdef SORTING drawcount = 0; -#endif -#ifdef NEWCLIP - if (rendermode == render_opengl) - { - angle_t a1 = gld_FrustumAngle(); - gld_clipper_Clear(); - gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); -#ifdef HAVE_SPHEREFRUSTRUM - gld_FrustrumSetup(); -#endif - } -#else - HWR_ClearClipSegs(); -#endif - - //04/01/2000: Hurdler: added for T&L - // Actually it only works on Walls and Planes - HWD.pfnSetTransform(&atransform); - validcount++; + // Recursively "render" the BSP tree. HWR_RenderBSPNode((INT32)numnodes-1); -#ifndef NEWCLIP - // Make a viewangle int so we can render things based on mouselook - if (player == &players[consoleplayer]) - viewangle = localaiming[0]; - else if (splitscreen && player == &players[displayplayers[1]]) - viewangle = localaiming[1]; - else if (splitscreen > 1 && player == &players[displayplayers[2]]) - viewangle = localaiming[2]; - else if (splitscreen > 2 && player == &players[displayplayers[3]]) - viewangle = localaiming[3]; - - // Handle stuff when you are looking farther up or down. - if ((aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT)) - { - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //left - - dup_viewangle += ANGLE_90; - if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45)) - { - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //back - } - - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //right - - dup_viewangle += ANGLE_90; - } -#endif - // Check for new console commands. NetUpdate(); -#ifdef ALAM_LIGHTING - //14/11/99: Hurdler: moved here because it doesn't work with - // subsector, see other comments; - HWR_ResetLights(); -#endif - // Draw MD2 and sprites -#ifdef SORTING HWR_SortVisSprites(); -#endif - -#ifdef SORTING HWR_DrawSprites(); -#endif -#ifdef NEWCORONAS - //Hurdler: they must be drawn before translucent planes, what about gl fog? - HWR_DrawCoronas(); -#endif -#ifdef SORTING - if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything - { - HWR_CreateDrawNodes(); - } -#else - if (numfloors || numwalls) - { - HWD.pfnSetTransform(&atransform); - if (numfloors) - HWR_Render3DWater(); - if (numwalls) - HWR_RenderTransparentWalls(); - } -#endif + if (numplanes || numpolyplanes || numwalls) // Render FOFs and translucent walls after everything + HWR_RenderDrawNodes(); + // Unset transform and shader HWD.pfnSetTransform(NULL); + HWD.pfnUnSetShader(); - // put it off for menus etc + // Disable fog if (cv_grfog.value) HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); + // Run post processor effects + if (!skybox) + HWR_DoPostProcessor(player); + // Check for new console commands. NetUpdate(); @@ -6217,300 +4726,55 @@ if (0) } // ========================================================================== -// +// Render the player view. // ========================================================================== void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) { - const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd); - postimg_t *type = &postimgtype[viewnumber]; - const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on - FRGBAFloat ClearColor; - - type = &postimgtype[viewnumber]; - - ClearColor.red = 0.0f; - ClearColor.green = 0.0f; - ClearColor.blue = 0.0f; - ClearColor.alpha = 1.0f; - + // 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 - HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind - { - // do we really need to save player (is it not the same)? - player_t *saved_player = stplyr; - stplyr = player; - ST_doPaletteStuff(); - stplyr = saved_player; -#ifdef ALAM_LIGHTING - HWR_SetLights(viewnumber); -#endif + FRGBAFloat ClearColor; + ClearColor.red = 0.0f; + ClearColor.green = 0.0f; + ClearColor.blue = 0.0f; + ClearColor.alpha = 1.0f; + HWD.pfnClearBuffer(true, false, &ClearColor); + } + + // Render the skybox if there is one. + drewsky = false; + if (skybox) + { + R_SkyboxFrame(player); + HWR_RenderFrame(viewnumber, player, true); } - // note: sets viewangle, viewx, viewy, viewz R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here - - // copy view cam position for local use - dup_viewx = viewx; - dup_viewy = viewy; - dup_viewz = viewz; - dup_viewangle = viewangle; - - // set window position - gr_centerx = gr_basecenterx; - gr_viewwindowx = gr_baseviewwindowx; - gr_windowcenterx = gr_basewindowcenterx; - gr_centery = gr_basecentery; - gr_viewwindowy = gr_baseviewwindowy; - gr_windowcentery = gr_basewindowcentery; - - if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) - { - gr_viewwindowy += gr_viewheight; - gr_windowcentery += gr_viewheight; - } - - if (splitscreen > 1 && viewnumber & 1) - { - gr_viewwindowx += gr_viewwidth; - gr_windowcenterx += gr_viewwidth; - } - - // check for new console commands. - NetUpdate(); - - gr_viewx = FIXED_TO_FLOAT(dup_viewx); - gr_viewy = FIXED_TO_FLOAT(dup_viewy); - gr_viewz = FIXED_TO_FLOAT(dup_viewz); - gr_viewsin = FIXED_TO_FLOAT(viewsin); - gr_viewcos = FIXED_TO_FLOAT(viewcos); - - gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT)); - gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT)); - - //04/01/2000: Hurdler: added for T&L - // It should replace all other gr_viewxxx when finished - atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - atransform.anglez = 0.0f; - - if (*type == postimg_flip) - atransform.flip = true; - else - atransform.flip = false; - - if (*type == postimg_mirror) - atransform.mirror = true; - else - atransform.mirror = false; - - atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx) - atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy) - atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz) - atransform.scalex = 1; - atransform.scaley = (float)vid.width/vid.height; - atransform.scalez = 1; - atransform.fovxangle = fpov; // Tails - atransform.fovyangle = fpov; // Tails - atransform.splitscreen = splitscreen; - - gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); - - //------------------------------------------------------------------------ - HWR_ClearView(); // Clears the depth buffer and resets the view I believe - -if (0) -{ // I don't think this is ever used. - 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 (!skybox && drawsky) // Don't draw the regular sky if there's a skybox - HWR_DrawSkyBackground(); - - //Hurdler: it doesn't work in splitscreen mode - drawsky = splitscreen; - - HWR_ClearSprites(); - -#ifdef SORTING - drawcount = 0; -#endif -#ifdef NEWCLIP - if (rendermode == render_opengl) - { - angle_t a1 = gld_FrustumAngle(); - gld_clipper_Clear(); - gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); -#ifdef HAVE_SPHEREFRUSTRUM - gld_FrustrumSetup(); -#endif - } -#else - HWR_ClearClipSegs(); -#endif - - //04/01/2000: Hurdler: added for T&L - // Actually it only works on Walls and Planes - HWD.pfnSetTransform(&atransform); - - validcount++; - - HWR_RenderBSPNode((INT32)numnodes-1); - -#ifndef NEWCLIP - // Make a viewangle int so we can render things based on mouselook - if (player == &players[consoleplayer]) - viewangle = localaiming[0]; - else if (splitscreen && player == &players[displayplayers[1]]) - viewangle = localaiming[1]; - else if (splitscreen > 1 && player == &players[displayplayers[2]]) - viewangle = localaiming[2]; - else if (splitscreen > 2 && player == &players[displayplayers[3]]) - viewangle = localaiming[3]; - - // Handle stuff when you are looking farther up or down. - if ((aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT)) - { - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //left - - dup_viewangle += ANGLE_90; - if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45)) - { - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //back - } - - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //right - - dup_viewangle += ANGLE_90; - } -#endif - - // Check for new console commands. - NetUpdate(); - -#ifdef ALAM_LIGHTING - //14/11/99: Hurdler: moved here because it doesn't work with - // subsector, see other comments; - HWR_ResetLights(); -#endif - - // Draw MD2 and sprites -#ifdef SORTING - HWR_SortVisSprites(); -#endif - -#ifdef SORTING - HWR_DrawSprites(); -#endif -#ifdef NEWCORONAS - //Hurdler: they must be drawn before translucent planes, what about gl fog? - HWR_DrawCoronas(); -#endif - -#ifdef SORTING - if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything - { - HWR_CreateDrawNodes(); - } -#else - if (numfloors || numpolyplanes || numwalls) - { - HWD.pfnSetTransform(&atransform); - if (numfloors) - HWR_Render3DWater(); - if (numwalls) - HWR_RenderTransparentWalls(); - } -#endif - - HWD.pfnSetTransform(NULL); - - // put it off for menus etc - if (cv_grfog.value) - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); - - HWR_DoPostProcessor(player); - - // Check for new console commands. - NetUpdate(); - - // added by Hurdler for correct splitscreen - // moved here by hurdler so it works with the new near clipping plane - HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE); + HWR_RenderFrame(viewnumber, player, skybox); } // ========================================================================== // FOG // ========================================================================== -/// \author faB - -static UINT32 atohex(const char *s) +void HWR_FoggingOn(void) { - INT32 iCol; - const char *sCol; - char cCol; - INT32 i; - - if (strlen(s)<6) - return 0; - - iCol = 0; - sCol = s; - for (i = 0; i < 6; i++, sCol++) - { - iCol <<= 4; - cCol = *sCol; - if (cCol >= '0' && cCol <= '9') - iCol |= cCol - '0'; - else - { - if (cCol >= 'F') - cCol -= 'a' - 'A'; - if (cCol >= 'A' && cCol <= 'F') - iCol = iCol | (cCol - 'A' + 10); - } - } - //CONS_Debug(DBG_RENDER, "col %x\n", iCol); - return iCol; -} - -static void HWR_FoggingOn(void) -{ - HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, atohex(cv_grfogcolor.string)); + HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, cv_grsoftwarefog.value ? 2 : 1); HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value); - HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1); } // ========================================================================== // 3D ENGINE COMMANDS // ========================================================================== - - -static void Command_GrStats_f(void) +static void CV_grFov_OnChange(void) { - Z_CheckHeap(9875); // debug - - CONS_Printf(M_GetText("Patch info headers: %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRPATCHINFO)>>10)); - CONS_Printf(M_GetText("3D Texture cache : %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRCACHE)>>10)); - CONS_Printf(M_GetText("Plane polygon : %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRPLANE)>>10)); + if ((netgame || multiplayer) && !cv_debug && cv_grfov.value != 90*FRACUNIT) + CV_Set(&cv_grfov, cv_grfov.defaultvalue); } - // ************************************************************************** // 3D ENGINE SETUP // ************************************************************************** @@ -6522,31 +4786,13 @@ static void Command_GrStats_f(void) void HWR_AddCommands(void) { CV_RegisterVar(&cv_grrounddown); - CV_RegisterVar(&cv_grfogdensity); + CV_RegisterVar(&cv_grfov); CV_RegisterVar(&cv_grfiltermode); CV_RegisterVar(&cv_granisotropicmode); CV_RegisterVar(&cv_grcorrecttricks); CV_RegisterVar(&cv_grsolvetjoin); } -static inline void HWR_AddEngineCommands(void) -{ - // engine state variables - //CV_RegisterVar(&cv_grzbuffer); -#ifndef NEWCLIP - CV_RegisterVar(&cv_grclipwalls); -#endif - - // engine development mode variables - // - usage may vary from version to version.. - CV_RegisterVar(&cv_gralpha); - CV_RegisterVar(&cv_grbeta); - - // engine commands - COM_AddCommand("gr_stats", Command_GrStats_f); -} - - // -------------------------------------------------------------------------- // Setup the hardware renderer // -------------------------------------------------------------------------- @@ -6554,27 +4800,12 @@ void HWR_Startup(void) { static boolean startupdone = false; - // setup GLPatch_t scaling - gr_patch_scalex = (float)(1.0f / vid.width); - gr_patch_scaley = (float)(1.0f / vid.height); - - // initalze light lut translation - InitLumLut(); - // do this once if (!startupdone) { - CONS_Printf("HWR_Startup()\n"); - HWR_InitPolyPool(); - // add console cmds & vars - HWR_AddEngineCommands(); + CONS_Printf("HWR_Startup()...\n"); HWR_InitTextureCache(); - HWR_InitMD2(); - -#ifdef ALAM_LIGHTING - HWR_InitLight(); -#endif } if (rendermode == render_opengl) @@ -6586,6 +4817,10 @@ void HWR_Startup(void) #endif startupdone = true; + + // jimita + HWD.pfnKillShaders(); + HWD.pfnLoadShaders(); } @@ -6596,137 +4831,11 @@ void HWR_Shutdown(void) { CONS_Printf("HWR_Shutdown()\n"); HWR_FreeExtraSubsectors(); - HWR_FreePolyPool(); HWR_FreeTextureCache(); HWD.pfnFlushScreenTextures(); } -void transform(float *cx, float *cy, float *cz) -{ - float tr_x,tr_y; - // translation - tr_x = *cx - gr_viewx; - tr_y = *cz - gr_viewy; -// *cy = *cy; - - // rotation around vertical y axis - *cx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos); - tr_x = (tr_x * gr_viewcos) + (tr_y * gr_viewsin); - - //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - tr_y = *cy - gr_viewz; - - *cy = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin); - *cz = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos); - - //scale y before frustum so that frustum can be scaled to screen height - *cy *= ORIGINAL_ASPECT * gr_fovlud; - *cx *= gr_fovlud; -} - - -//Hurdler: 3D Water stuff -#define MAX_3DWATER 512 - -#ifndef SORTING -static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, - fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector) -{ - static size_t allocedplanes = 0; - - // Force realloc if buffer has been freed - if (!planeinfo) - allocedplanes = 0; - - if (allocedplanes < numfloors + 1) - { - allocedplanes += MAX_3DWATER; - Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo); - } - planeinfo[numfloors].fixedheight = fixedheight; - planeinfo[numfloors].lightlevel = lightlevel; - planeinfo[numfloors].lumpnum = lumpnum; - planeinfo[numfloors].xsub = xsub; - planeinfo[numfloors].alpha = alpha; - planeinfo[numfloors].FOFSector = FOFSector; - numfloors++; -} -#endif - -#define DIST_PLANE(i) ABS(planeinfo[(i)].fixedheight-dup_viewz) - -#if 0 -static void HWR_QuickSortPlane(INT32 start, INT32 finish) -{ - INT32 left = start; - INT32 right = finish; - INT32 starterval = (INT32)((right+left)/2); //pick a starter - - planeinfo_t temp; - - //'sort of sort' the two halves of the data list about starterval - while (right > left); - { - while (DIST_PLANE(left) < DIST_PLANE(starterval)) left++; //attempt to find a bigger value on the left - while (DIST_PLANE(right) > DIST_PLANE(starterval)) right--; //attempt to find a smaller value on the right - - if (left < right) //if we haven't gone too far - { - //switch them - M_Memcpy(&temp, &planeinfo[left], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[left], &planeinfo[right], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[right], &temp, sizeof (planeinfo_t)); - //move the bounds - left++; - right--; - } - } - - if (start < right) HWR_QuickSortPlane(start, right); - if (left < finish) HWR_QuickSortPlane(left, finish); -} -#endif - -#ifndef SORTING -static void HWR_Render3DWater(void) -{ - size_t i; - - //bubble sort 3D Water for correct alpha blending - { - boolean permut = true; - while (permut) - { - size_t j; - for (j = 0, permut= false; j < numfloors-1; j++) - { - if (ABS(planeinfo[j].fixedheight-dup_viewz) < ABS(planeinfo[j+1].fixedheight-dup_viewz)) - { - planeinfo_t temp; - M_Memcpy(&temp, &planeinfo[j+1], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[j+1], &planeinfo[j], sizeof (planeinfo_t)); - M_Memcpy(&planeinfo[j], &temp, sizeof (planeinfo_t)); - permut = true; - } - } - } - } -#if 0 //thanks epat, but it's goes looping forever on CTF map Silver Cascade Zone - HWR_QuickSortPlane(0, numplanes-1); -#endif - - gr_frontsector = NULL; //Hurdler: gr_fronsector is no longer valid - for (i = 0; i < numfloors; i++) - { - HWR_GetFlat(planeinfo[i].lumpnum); - HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].isceiling, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].lumpnum, - planeinfo[i].FOFSector, planeinfo[i].alpha, planeinfo[i].fogplane, planeinfo[i].planecolormap); - } - numfloors = 0; -} -#endif - -static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) +void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { static size_t allocedwalls = 0; @@ -6744,108 +4853,45 @@ static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, I M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo)); wallinfo[numwalls].texnum = texnum; wallinfo[numwalls].blend = blend; -#ifdef SORTING wallinfo[numwalls].drawcount = drawcount++; -#endif wallinfo[numwalls].fogwall = fogwall; wallinfo[numwalls].lightlevel = lightlevel; wallinfo[numwalls].wallcolormap = wallcolormap; numwalls++; } -#ifndef SORTING -static void HWR_RenderTransparentWalls(void) + +void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) { - size_t i; - - /*{ // sorting is disbale for now, do it! - INT32 permut = 1; - while (permut) - { - INT32 j; - for (j = 0, permut = 0; j < numwalls-1; j++) - { - if (ABS(wallinfo[j].fixedheight-dup_viewz) < ABS(wallinfo[j+1].fixedheight-dup_viewz)) - { - wallinfo_t temp; - M_Memcpy(&temp, &wallinfo[j+1], sizeof (wallinfo_t)); - M_Memcpy(&wallinfo[j+1], &wallinfo[j], sizeof (wallinfo_t)); - M_Memcpy(&wallinfo[j], &temp, sizeof (wallinfo_t)); - permut = 1; - } - } - } - }*/ - - for (i = 0; i < numwalls; i++) - { - HWR_GetTexture(wallinfo[i].texnum); - HWR_RenderWall(wallinfo[i].wallVerts, &wallinfo[i].Surf, wallinfo[i].blend, wallinfo[i].wall->fogwall, wallinfo[i].wall->lightlevel, wallinfo[i].wall->wallcolormap); - } - numwalls = 0; -} -#endif -static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap) -{ - FOutVector trVerts[4]; - UINT8 i; - FOutVector *wv; - UINT8 alpha; - - // transform - wv = trVerts; - // it sounds really stupid to do this conversion with the new T&L code - // we should directly put the right information in the right structure - // wallVerts3D seems ok, doesn't need FOutVector - // also remove the light copy - for (i = 0; i < 4; i++, wv++, wallVerts++) - { - wv->sow = wallVerts->s; - wv->tow = wallVerts->t; - wv->x = wallVerts->x; - wv->y = wallVerts->y; - wv->z = wallVerts->z; - } - - alpha = pSurf->FlatColor.s.alpha; // retain the alpha + FBITFIELD blendmode = 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) - { - if (fogwall) - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false); - else - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false); - } + HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba); else - { - if (fogwall) - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false); - else - pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); - } + HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG); - pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting + pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting + + HWD.pfnSetShader(2); // wall shader if (blend & PF_Environment) - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip|PF_Occlude); // PF_Occlude must be used for solid objects - else - HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip); // No PF_Occlude means overlapping (incorrect) transparency + blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects + + if (fogwall) + { + blendmode |= PF_Fog; + HWD.pfnSetShader(6); // fog shader + } + + blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency + + HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode); #ifdef WALLSPLATS if (gr_curline->linedef->splats && cv_splats.value) HWR_DrawSegsSplats(pSurf); - -#ifdef ALAM_LIGHTING - //Hurdler: TODO: do static lighting using gr_curline->lm - HWR_WallLighting(trVerts); #endif -#endif -} - -INT32 HWR_GetTextureUsed(void) -{ - return HWD.pfnGetTextureUsed(); } void HWR_DoPostProcessor(player_t *player) @@ -6853,6 +4899,8 @@ void HWR_DoPostProcessor(player_t *player) postimg_t *type = &postimgtype[0]; UINT8 i; + HWD.pfnUnSetShader(); + for (i = splitscreen; i > 0; i--) { if (player == &players[displayplayers[i]]) @@ -6876,15 +4924,15 @@ void HWR_DoPostProcessor(player_t *player) // This won't change if the flash palettes are changed unfortunately, but it works for its purpose if (player->flashpal == PAL_NUKE) { - Surf.FlatColor.s.red = 0xff; - Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish + Surf.PolyColor.s.red = 0xff; + Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish } else - Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; + Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff; - Surf.FlatColor.s.alpha = 0xc0; // match software mode + Surf.PolyColor.s.alpha = 0xc0; // match software mode - HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip); + HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Translucent|PF_NoTexture|PF_NoDepthTest); } // Capture the screen for intermission and screen waving @@ -6899,7 +4947,7 @@ void HWR_DoPostProcessor(player_t *player) { // 10 by 10 grid. 2 coordinates (xy) float v[SCREENVERTS][SCREENVERTS][2]; - static double disStart = 0; + double disStart = leveltime; UINT8 x, y; INT32 WAVELENGTH; INT32 AMPLITUDE; @@ -6929,7 +4977,6 @@ void HWR_DoPostProcessor(player_t *player) } } HWD.pfnPostImgRedraw(v); - disStart += 1; // Capture the screen again for screen waving on the intermission if(gamestate != GS_INTERMISSION) @@ -6940,14 +4987,11 @@ void HWR_DoPostProcessor(player_t *player) void HWR_StartScreenWipe(void) { - //CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n"); HWD.pfnStartScreenWipe(); } void HWR_EndScreenWipe(void) { - HWRWipeCounter = 0.0f; - //CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n"); HWD.pfnEndScreenWipe(); } @@ -6981,13 +5025,7 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum) } HWR_GetFadeMask(lumpnum); - HWD.pfnDoScreenWipe(); - - HWRWipeCounter += 0.05f; // increase opacity of end screen - - if (HWRWipeCounter > 1.0f) - HWRWipeCounter = 1.0f; } void HWR_MakeScreenFinalTexture(void) @@ -7000,4 +5038,161 @@ void HWR_DrawScreenFinalTexture(int width, int height) HWD.pfnDrawScreenFinalTexture(width, height); } -#endif // HWRENDER +// jimita 18032019 +typedef struct +{ + char type[16]; + INT32 id; +} shaderxlat_t; + +static inline UINT16 HWR_CheckShader(UINT16 wadnum) +{ + UINT16 i; + lumpinfo_t *lump_p; + + lump_p = wadfiles[wadnum]->lumpinfo; + for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++) + if (memcmp(lump_p->name, "SHADERS", 7) == 0) + return i; + + return INT16_MAX; +} + +void HWR_LoadShaders(UINT16 wadnum, boolean PK3) +{ + UINT16 lump; + char *shaderdef, *line; + char *stoken; + char *value; + size_t size; + int linenum = 1; + int shadertype = 0; + int i; + + #define SHADER_TYPES 7 + shaderxlat_t shaderxlat[SHADER_TYPES] = + { + {"Flat", 1}, + {"WallTexture", 2}, + {"Sprite", 3}, + {"Model", 4}, + {"WaterRipple", 5}, + {"Fog", 6}, + {"Sky", 7}, + }; + + lump = HWR_CheckShader(wadnum); + if (lump == INT16_MAX) + return; + + shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); + size = W_LumpLengthPwad(wadnum, lump); + + line = Z_Malloc(size+1, PU_STATIC, NULL); + if (!line) + I_Error("HWR_LoadShaders: No more free memory\n"); + + M_Memcpy(line, shaderdef, size); + line[size] = '\0'; + + stoken = strtok(line, "\r\n "); + while (stoken) + { + if ((stoken[0] == '/' && stoken[1] == '/') + || (stoken[0] == '#'))// skip comments + { + stoken = strtok(NULL, "\r\n"); + goto skip_field; + } + + if (!stricmp(stoken, "GLSL")) + { + value = strtok(NULL, "\r\n "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_lump; + } + + if (!stricmp(value, "VERTEX")) + shadertype = 1; + else if (!stricmp(value, "FRAGMENT")) + shadertype = 2; + +skip_lump: + stoken = strtok(NULL, "\r\n "); + linenum++; + } + else + { + value = strtok(NULL, "\r\n= "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_field; + } + + if (!shadertype) + { + CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + Z_Free(line); + return; + } + + for (i = 0; i < SHADER_TYPES; i++) + { + if (!stricmp(shaderxlat[i].type, stoken)) + { + size_t shader_size; + char *shader_source; + char *shader_lumpname; + UINT16 shader_lumpnum; + + if (PK3) + { + shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL); + strcpy(shader_lumpname, "Shaders/sh_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0); + } + else + { + shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL); + strcpy(shader_lumpname, "SH_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0); + } + + if (shader_lumpnum == INT16_MAX) + { + CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum); + Z_Free(shader_lumpname); + continue; + } + + shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum); + shader_source = Z_Malloc(shader_size, PU_STATIC, NULL); + W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source); + + HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2)); + + Z_Free(shader_source); + Z_Free(shader_lumpname); + } + } + +skip_field: + stoken = strtok(NULL, "\r\n= "); + linenum++; + } + } + + HWD.pfnInitCustomShaders(); + + Z_Free(line); + return; +} + +#endif // HWRENDER \ No newline at end of file diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 7bc361d9..efa7ffd1 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -20,6 +20,7 @@ #ifndef __HWR_MAIN_H__ #define __HWR_MAIN_H__ +#include "hw_glob.h" #include "hw_data.h" #include "hw_defs.h" @@ -31,15 +32,25 @@ void HWR_Startup(void); void HWR_Shutdown(void); +extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy; +extern float gr_viewwindowx, gr_basewindowcentery; +extern FTransform atransform; + +// hw_draw.c +void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); +void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, const UINT8 *colormap); +void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h); +void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_drawAMline(const fline_t *fl, INT32 color); void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength); void HWR_DrawConsoleBack(UINT32 color, INT32 height); -void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player); -void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); void HWR_DrawViewBorder(INT32 clearlines); void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum); + UINT8 *HWR_GetScreenshot(void); boolean HWR_Screenshot(const char *lbmname); +<<<<<<< HEAD void HWR_InitTextureMapping(void); void HWR_SetViewSize(void); void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); @@ -53,12 +64,33 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 color); void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum); +======= +>>>>>>> e251f9c230beda984cdcdea7e903d765f1c68f6f +// hw_main.c +void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox); +void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); +void HWR_LoadShaders(UINT16 wadnum, boolean PK3); +void HWR_SetViewSize(void); void HWR_AddCommands(void); -void HWR_CorrectSWTricks(void); -void transform(float *cx, float *cy, float *cz); + +// My original intention was to split hw_main.c +// 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); + FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf); +<<<<<<< HEAD INT32 HWR_GetTextureUsed(void); +======= + +// hw_main.c: Post-rendering +>>>>>>> e251f9c230beda984cdcdea7e903d765f1c68f6f void HWR_DoPostProcessor(player_t *player); void HWR_StartScreenWipe(void); void HWR_EndScreenWipe(void); @@ -67,22 +99,64 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum); void HWR_MakeScreenFinalTexture(void); void HWR_DrawScreenFinalTexture(int width, int height); -// This stuff is put here so MD2's can use them -UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane); -FUNCMATH UINT8 LightLevelToLum(INT32 l); +// hw_main.c: Planes +void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap); +void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); -extern CV_PossibleValue_t granisotropicmode_cons_t[]; - -#ifdef ALAM_LIGHTING -extern consvar_t cv_grdynamiclighting; -extern consvar_t cv_grstaticlighting; -extern consvar_t cv_grcoronas; -extern consvar_t cv_grcoronasize; +#ifdef POLYOBJECTS +#ifdef POLYOBJECTS_PLANES +void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap); +void HWR_AddPolyObjectPlanes(void); +void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); #endif +#endif + +// hw_main.c: Segs +void HWR_ProcessSeg(void); // Sort of like GLWall::Process in GZDoom +void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); +void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap); +void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap); +void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor); +void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top); +void HWR_DrawSkyBackground(void); + +#ifdef POLYOBJECTS +void HWR_AddPolyObjectSegs(void); +#endif +<<<<<<< HEAD extern consvar_t cv_grmdls; extern consvar_t cv_grfallbackplayermodel; +======= + +// hw_main.c: BSP +void HWR_RenderBSPNode(INT32 bspnum); +void HWR_Subsector(size_t num); +void HWR_AddLine(seg_t *line); +boolean HWR_CheckBBox(fixed_t *bspcoord); +void HWR_RenderDrawNodes(void); + +// hw_main.c: Sprites +void HWR_AddSprites(sector_t *sec); +void HWR_ProjectSprite(mobj_t *thing); +void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); +void HWR_DrawSprites(void); + +// hw_bsp.c +void HWR_CreatePlanePolygons(INT32 bspnum); + +// hw_cache.c +void HWR_PrepLevelCache(size_t pnumtextures); + +// hw_trick.c +void HWR_CorrectSWTricks(void); + +// Console variables +extern consvar_t cv_grshaders; +extern consvar_t cv_grshearing; +extern consvar_t cv_grfov; +extern consvar_t cv_grmd2; +>>>>>>> e251f9c230beda984cdcdea7e903d765f1c68f6f extern consvar_t cv_grfog; -extern consvar_t cv_grfogcolor; extern consvar_t cv_grfogdensity; extern consvar_t cv_grsoftwarefog; extern consvar_t cv_grgammared; @@ -95,6 +169,7 @@ extern consvar_t cv_grfovchange; extern consvar_t cv_grsolvetjoin; extern consvar_t cv_grspritebillboarding; +<<<<<<< HEAD extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowx, gr_baseviewwindowy; extern float gr_basewindowcenterx, gr_basewindowcentery; @@ -111,5 +186,8 @@ typedef struct INT32 blend; INT32 drawcount; } floorinfo_t; +======= +extern CV_PossibleValue_t granisotropicmode_cons_t[]; +>>>>>>> e251f9c230beda984cdcdea7e903d765f1c68f6f #endif diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index d217f409..148ac046 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1,17 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief MD2 Handling @@ -42,7 +37,6 @@ #include "../r_things.h" #include "../r_draw.h" #include "../p_tick.h" -#include "../k_kart.h" // colortranslations #include "hw_model.h" #include "hw_main.h" @@ -76,6 +70,7 @@ #include "errno.h" #endif + md2_t md2_models[NUMSPRITES]; md2_t md2_playermodels[MAXSKINS]; @@ -90,7 +85,6 @@ static void md2_freeModel (model_t *model) } #endif - // // load model // @@ -98,11 +92,7 @@ static void md2_freeModel (model_t *model) static model_t *md2_readModel(const char *filename) { //Filename checking fixed ~Monster Iestyn and Golden - if (FIL_FileExists(va("%s"PATHSEP"%s", srb2home, filename))) - return LoadModel(va("%s"PATHSEP"%s", srb2home, filename), PU_STATIC); - else if (FIL_FileExists(va("%s"PATHSEP"%s", srb2path, filename))) - return LoadModel(va("%s"PATHSEP"%s", srb2path, filename), PU_STATIC); - return NULL; + return LoadModel(va("%s"PATHSEP"%s", srb2home, filename), PU_STATIC); } static inline void md2_printModelInfo (model_t *model) @@ -151,7 +141,7 @@ static void PNG_warn(png_structp PNG, png_const_charp pngtext) CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext); } -static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch) +static GLTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch) { png_structp png_ptr; png_infop png_info_ptr; @@ -162,20 +152,16 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_ jmp_buf jmpbuf; #endif #endif - volatile png_FILE_p png_FILE; + png_FILE_p png_FILE; //Filename checking fixed ~Monster Iestyn and Golden - char *pngfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename); + char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename); FIL_ForceExtension(pngfilename, ".png"); png_FILE = fopen(pngfilename, "rb"); if (!png_FILE) { - pngfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2path, filename); - FIL_ForceExtension(pngfilename, ".png"); - png_FILE = fopen(pngfilename, "rb"); //CONS_Debug(DBG_RENDER, "M_SavePNG: Error on opening %s for loading\n", filename); - if (!png_FILE) - return 0; + return 0; } png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, @@ -285,7 +271,7 @@ typedef struct UINT8 filler[54]; } PcxHeader; -static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h, +static GLTextureFormat_t PCX_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch) { PcxHeader header; @@ -297,18 +283,12 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h, INT32 ch, rep; FILE *file; //Filename checking fixed ~Monster Iestyn and Golden - char *pcxfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename); + char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename); FIL_ForceExtension(pcxfilename, ".pcx"); file = fopen(pcxfilename, "rb"); if (!file) - { - pcxfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2path, filename); - FIL_ForceExtension(pcxfilename, ".pcx"); - file = fopen(pcxfilename, "rb"); - if (!file) - return 0; - } + return 0; if (fread(&header, sizeof (PcxHeader), 1, file) != 1) { @@ -492,28 +472,23 @@ void HWR_InitMD2(void) md2_models[i].error = false; } - // read the mdls.dat file + // read the md2.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); if (!f) { - f = fopen(va("%s"PATHSEP"%s", srb2path, "mdls.dat"), "rt"); - if (!f) - { - CONS_Printf("%s %s\n", M_GetText("Error while loading mdls.dat:"), strerror(errno)); - nomd2s = true; - return; - } + CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno)); + nomd2s = true; + return; } while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4) { - /*if (stricmp(name, "PLAY") == 0) + if (stricmp(name, "PLAY") == 0) { - CONS_Printf("MD2 for sprite PLAY detected in mdls.dat, use a player skin instead!\n"); + CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n"); continue; - }*/ - // 8/1/19: Allow PLAY to load for default MD2. + } for (i = 0; i < NUMSPRITES; i++) { @@ -545,7 +520,7 @@ void HWR_InitMD2(void) } } // no sprite/player skin name found?!? - CONS_Printf("Unknown sprite/player skin %s detected in mdls.dat\n", name); + //CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name); md2found: // move on to next line... continue; @@ -564,22 +539,18 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup CONS_Printf("AddPlayerMD2()...\n"); - // read the mdls.dat file + // read the md2.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); if (!f) { - f = fopen(va("%s"PATHSEP"%s", srb2path, "mdls.dat"), "rt"); - if (!f) - { - CONS_Printf("%s %s\n", M_GetText("Error while loading mdls.dat:"), strerror(errno)); - nomd2s = true; - return; - } + CONS_Printf("Error while loading md2.dat\n"); + nomd2s = true; + return; } - // Check for any MD2s that match the names of player skins! + // Check for any MD2s that match the names of sprite names! while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4) { if (stricmp(name, skins[skin].name) == 0) @@ -603,7 +574,7 @@ playermd2found: void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startup { FILE *f; - // name[18] is used to check for names in the mdls.dat file that match with sprites or player skins + // name[18] is used to check for names in the md2.dat file that match with sprites or player skins // sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long char name[18], filename[32]; float scale, offset; @@ -616,20 +587,16 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu // Read the md2.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); if (!f) { - f = fopen(va("%s"PATHSEP"%s", srb2path, "mdls.dat"), "rt"); - if (!f) - { - CONS_Printf("%s %s\n", M_GetText("Error while loading mdls.dat:"), strerror(errno)); - nomd2s = true; - return; - } + CONS_Printf("Error while loading md2.dat\n"); + nomd2s = true; + return; } - // Check for any MD2s that match the names of sprite names! + // Check for any MD2s that match the names of player skins! while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4) { if (stricmp(name, sprnames[spritenum]) == 0) @@ -648,18 +615,8 @@ spritemd2found: fclose(f); } -// Define for getting accurate color brightness readings according to how the human eye sees them. -// https://en.wikipedia.org/wiki/Relative_luminance -// 0.2126 to red -// 0.7152 to green -// 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) - -static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color) +static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color) { - UINT8 i; UINT16 w = gpatch->width, h = gpatch->height; UINT32 size = w*h; RGBA_t *image, *blendimage, *cur, blendcolor; @@ -685,109 +642,175 @@ 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 + switch (color) { - const UINT8 div = 6; - const UINT8 start = 4; - UINT32 r, g, b; + case SKINCOLOR_WHITE: + blendcolor = V_GetColor(3); + break; + case SKINCOLOR_SILVER: + blendcolor = V_GetColor(10); + break; + case SKINCOLOR_GREY: + blendcolor = V_GetColor(15); + break; + case SKINCOLOR_BLACK: + blendcolor = V_GetColor(27); + break; + case SKINCOLOR_CYAN: + blendcolor = V_GetColor(215); + break; + case SKINCOLOR_TEAL: + blendcolor = V_GetColor(221); + break; + case SKINCOLOR_STEELBLUE: + blendcolor = V_GetColor(203); + break; + case SKINCOLOR_BLUE: + blendcolor = V_GetColor(232); + break; + case SKINCOLOR_PEACH: + blendcolor = V_GetColor(71); + break; + case SKINCOLOR_TAN: + blendcolor = V_GetColor(79); + break; + case SKINCOLOR_PINK: + blendcolor = V_GetColor(147); + break; + case SKINCOLOR_LAVENDER: + blendcolor = V_GetColor(251); + break; + case SKINCOLOR_PURPLE: + blendcolor = V_GetColor(195); + break; + case SKINCOLOR_ORANGE: + blendcolor = V_GetColor(87); + break; + case SKINCOLOR_ROSEWOOD: + blendcolor = V_GetColor(94); + break; + case SKINCOLOR_BEIGE: + blendcolor = V_GetColor(40); + break; + case SKINCOLOR_BROWN: + blendcolor = V_GetColor(57); + break; + case SKINCOLOR_RED: + blendcolor = V_GetColor(130); + break; + case SKINCOLOR_DARKRED: + blendcolor = V_GetColor(139); + break; + case SKINCOLOR_NEONGREEN: + blendcolor = V_GetColor(184); + break; + case SKINCOLOR_GREEN: + blendcolor = V_GetColor(166); + break; + case SKINCOLOR_ZIM: + blendcolor = V_GetColor(180); + break; + case SKINCOLOR_OLIVE: + blendcolor = V_GetColor(108); + break; + case SKINCOLOR_YELLOW: + blendcolor = V_GetColor(104); + break; + case SKINCOLOR_GOLD: + blendcolor = V_GetColor(115); + break; - 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); + case SKINCOLOR_SUPER1: + blendcolor = V_GetColor(97); + break; + case SKINCOLOR_SUPER2: + blendcolor = V_GetColor(100); + break; + case SKINCOLOR_SUPER3: + blendcolor = V_GetColor(103); + break; + case SKINCOLOR_SUPER4: + blendcolor = V_GetColor(113); + break; + case SKINCOLOR_SUPER5: + blendcolor = V_GetColor(116); + break; - for (i = 1; i < div; i++) - { - 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); - } + case SKINCOLOR_TSUPER1: + blendcolor = V_GetColor(81); + break; + case SKINCOLOR_TSUPER2: + blendcolor = V_GetColor(82); + break; + case SKINCOLOR_TSUPER3: + blendcolor = V_GetColor(84); + break; + case SKINCOLOR_TSUPER4: + blendcolor = V_GetColor(85); + break; + case SKINCOLOR_TSUPER5: + blendcolor = V_GetColor(87); + break; - blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<>FRACBITS); - blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<>FRACBITS); - blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<>FRACBITS); + case SKINCOLOR_KSUPER1: + blendcolor = V_GetColor(122); + break; + case SKINCOLOR_KSUPER2: + blendcolor = V_GetColor(123); + break; + case SKINCOLOR_KSUPER3: + blendcolor = V_GetColor(124); + break; + case SKINCOLOR_KSUPER4: + blendcolor = V_GetColor(125); + break; + case SKINCOLOR_KSUPER5: + blendcolor = V_GetColor(126); + break; + default: + blendcolor = V_GetColor(247); + break; } - // rainbow support, could theoretically support boss ones too - if (skinnum == TC_RAINBOW) + while (size--) { - while (size--) + if (blendimage->s.alpha == 0) { - 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; - } - else - { - UINT32 tempcolor; - UINT16 imagebright, blendbright, finalbright, colorbright; - 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++; + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + cur->rgba = image->rgba; } - } - else - { - while (size--) + else { - 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; - } - 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; + INT32 tempcolor; + INT16 tempmult, tempalpha; + tempalpha = -(abs(blendimage->s.red-127)-127)*2; + if (tempalpha > 255) + tempalpha = 255; + else if (tempalpha < 0) + tempalpha = 0; - tempmult = (blendimage->s.red-127)*2; - if (tempmult > 255) - tempmult = 255; - else if (tempmult < 0) - tempmult = 0; + tempmult = (blendimage->s.red-127)*2; + if (tempmult > 255) + tempmult = 255; + else if (tempmult < 0) + tempmult = 0; - tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; - cur->s.red = (UINT8)tempcolor; - tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; - cur->s.green = (UINT8)tempcolor; - tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; - cur->s.blue = (UINT8)tempcolor; - cur->s.alpha = image->s.alpha; - } - - cur++; image++; blendimage++; + tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; + cur->s.red = (UINT8)tempcolor; + tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; + cur->s.green = (UINT8)tempcolor; + tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; + cur->s.blue = (UINT8)tempcolor; + cur->s.alpha = image->s.alpha; } + + cur++; image++; blendimage++; } return; } -#undef SETBRIGHTNESS - -static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color) +static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color) { // mostly copied from HWR_GetMappedPatch, hence the similarities and comment GLMipmap_t *grmip, *newmip; @@ -828,7 +851,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT grmip->nextcolormap = newmip; newmip->colormap = colormap; - HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color); + HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color); HWD.pfnSetTexture(newmip); Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED); @@ -837,37 +860,22 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT // -----------------+ // HWR_DrawMD2 : Draw MD2 -// : (monsters, bonuses, weapons, lights, ...) +// : // Returns : // -----------------+ - /* - wait/stand - death - pain - walk - shoot/fire - die? - atka? - atkb? - attacka/b/c/d? - res? - run? - */ -#define NORMALFOG 0x00000000 -#define FADEFOG 0x19000000 void HWR_DrawMD2(gr_vissprite_t *spr) { - FSurfaceInfo Surf; + md2_t *md2; char filename[64]; INT32 frame = 0; INT32 nextFrame = -1; - FTransform p; - md2_t *md2; - UINT8 color[4]; - if (!cv_grmdls.value) + FTransform p; + FSurfaceInfo Surf; + + if (!cv_grmd2.value) return; if (spr->precip) @@ -875,11 +883,10 @@ void HWR_DrawMD2(gr_vissprite_t *spr) // MD2 colormap fix // colormap test - if (spr->mobj->subsector) { sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = 255; extracolormap_t *colormap = sector->extra_colormap; + UINT8 lightlevel = 255; if (sector->numlights) { @@ -903,13 +910,9 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } if (colormap) - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba); else - Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); - } - else - { - Surf.FlatColor.rgba = 0xFFFFFFFF; + HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG); } // Look at HWR_ProjectSprite for more @@ -928,31 +931,31 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //durs = tics; if (spr->mobj->flags2 & MF2_SHADOW) - Surf.FlatColor.s.alpha = 0x40; + Surf.PolyColor.s.alpha = 0x40; else if (spr->mobj->frame & FF_TRANSMASK) HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else - Surf.FlatColor.s.alpha = 0xFF; + Surf.PolyColor.s.alpha = 0xFF; // dont forget to enabled the depth test because we can't do this like // before: polygons models are not sorted // 1. load model+texture if not already loaded // 2. draw model with correct position, rotation,... - if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && !md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound) // Use the player MD2 list if the mobj has a skin and is using the player sprites + if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // Use the player MD2 list if the mobj has a skin and is using the player sprites { md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins]; md2->skin = (skin_t*)spr->mobj->skin-skins; } - else // if we can't find the player md2, use SPR_PLAY's MD2. + else md2 = &md2_models[spr->mobj->sprite]; if (md2->error) return; // we already failed loading this before :( if (!md2->model) { - CONS_Debug(DBG_RENDER, "Loading model... (%s, %s)", sprnames[spr->mobj->sprite], md2->filename); - sprintf(filename, "mdls/%s", md2->filename); + //CONS_Debug(DBG_RENDER, "Loading MD2... (%s)", sprnames[spr->mobj->sprite]); + sprintf(filename, "md2/%s", md2->filename); md2->model = md2_readModel(filename); if (md2->model) @@ -967,7 +970,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr) return; } } - //HWD.pfnSetBlend(blend); // This seems to actually break translucency? finalscale = md2->scale; //Hurdler: arf, I don't like that implementation at all... too much crappy gpatch = md2->grpatch; @@ -985,30 +987,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) { - INT32 skinnum = TC_DEFAULT; - if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" - { - if (spr->mobj->type == MT_CYBRAKDEMON) - skinnum = TC_ALLWHITE; - else if (spr->mobj->type == MT_METALSONIC_BATTLE) - skinnum = TC_METALSONIC; - else - skinnum = TC_BOSS; - } - else if (spr->mobj->color) - { - if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) - { - if (spr->mobj->colorized) - skinnum = TC_RAINBOW; - else - { - skinnum = (INT32)((skin_t*)spr->mobj->skin-skins); - } - } - else skinnum = TC_DEFAULT; - } - HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color); + HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color); } else { @@ -1032,9 +1011,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //FIXME: this is not yet correct frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames; - #ifdef USE_MODEL_NEXTFRAME - if (cv_grmdls.value == 1 && tics <= durs) + if (cv_grmd2.value == 1 && tics <= durs) { // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation if (spr->mobj->frame & FF_ANIMATE) @@ -1075,11 +1053,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr) if (sprframe->rotate) { - fixed_t anglef; + fixed_t anglef = AngleFixed(spr->mobj->angle); + // \todo adapt for 2.2 directionchar? The below code is from Kart +#if 0 if (spr->mobj->player) anglef = AngleFixed(spr->mobj->player->frameangle); else anglef = AngleFixed(spr->mobj->angle); +#endif p.angley = FIXED_TO_FLOAT(anglef); } else @@ -1103,11 +1084,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } #endif - color[0] = Surf.FlatColor.s.red; - color[1] = Surf.FlatColor.s.green; - color[2] = Surf.FlatColor.s.blue; - color[3] = Surf.FlatColor.s.alpha; - // SRB2CBTODO: MD2 scaling support finalscale *= FIXED_TO_FLOAT(spr->mobj->scale); @@ -1116,8 +1092,9 @@ void HWR_DrawMD2(gr_vissprite_t *spr) p.mirror = atransform.mirror; // from Kart #endif - HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, color); + HWD.pfnSetShader(4); // model shader + HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, &Surf); } } -#endif //HWRENDER +#endif //HWRENDER \ No newline at end of file diff --git a/src/hardware/hw_md2.h b/src/hardware/hw_md2.h index 57d8026b..fab8e6ad 100644 --- a/src/hardware/hw_md2.h +++ b/src/hardware/hw_md2.h @@ -1,18 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- -// +// Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief MD2 Handling diff --git a/src/hardware/hw_trick.c b/src/hardware/hw_trick.c index 97d86b94..de4a76c5 100644 --- a/src/hardware/hw_trick.c +++ b/src/hardware/hw_trick.c @@ -44,6 +44,7 @@ #include "../doomstat.h" #ifdef HWRENDER +#include "hw_main.h" #include "hw_glob.h" #include "hw_dll.h" #include "../r_local.h" diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 9fcc8d15..51f348b7 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -1,18 +1,12 @@ -// Emacs style mode select -*- C++ -*- +// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2019 by Sonic Team Junior. // -// Copyright (C) 1998-2018 by Sonic Team Junior. -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file /// \brief OpenGL API for Sonic Robo Blast 2 @@ -49,7 +43,7 @@ static const GLubyte white[4] = { 255, 255, 255, 255 }; // ========================================================================== // With OpenGL 1.1+, the first texture should be 1 -#define NOTEXTURE_NUM 1 // small white texture +#define NOTEXTURE_NUM 0 #define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1) #define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f) @@ -66,10 +60,6 @@ static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE; static GLuint NextTexAvail = FIRST_TEX_AVAIL; static GLuint tex_downloaded = 0; static GLfloat fov = 90.0f; -#if 0 -static GLuint pal_col = 0; -static FRGBAFloat const_pal_col; -#endif static FBITFIELD CurrentPolyFlags; static FTextureInfo* gr_cachetail = NULL; @@ -87,17 +77,24 @@ static GLint mag_filter = GL_LINEAR; static GLint anisotropic_filter = 0; static FTransform md2_transform; +const GLubyte *gl_version = NULL; +const GLubyte *gl_renderer = NULL; const GLubyte *gl_extensions = NULL; //Hurdler: 04/10/2000: added for the kick ass coronas as Boris wanted;-) -static GLfloat modelMatrix[16]; -static GLfloat projMatrix[16]; -static GLint viewport[4]; +static GLfloat modelMatrix[16]; +static GLfloat projMatrix[16]; +static GLint viewport[4]; + +#ifdef USE_PALETTED_TEXTURE + PFNGLCOLORTABLEEXTPROC glColorTableEXT = NULL; + GLubyte palette_tex[256*3]; +#endif // Yay for arbitrary numbers! NextTexAvail is buggy for some reason. // Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing // flush all of the stored textures, leaving them unavailable at times such as between levels -// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs +// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that Intel GPUs // can know when the textures aren't there, as textures are always considered resident in their virtual memory // TODO: Store them in a more normal way #define SCRTEX_SCREENTEXTURE 4294967295U @@ -108,9 +105,6 @@ static GLuint screentexture = 0; static GLuint startScreenWipe = 0; static GLuint endScreenWipe = 0; static GLuint finalScreenTexture = 0; -#if 0 -GLuint screentexture = FIRST_TEX_AVAIL; -#endif // shortcut for ((float)1/i) static const GLfloat byte2float[256] = { @@ -148,31 +142,32 @@ static const GLfloat byte2float[256] = { 0.972549f, 0.976471f, 0.980392f, 0.984314f, 0.988235f, 0.992157f, 0.996078f, 1.000000f }; -float byteasfloat(UINT8 fbyte) -{ - return (float)(byte2float[fbyte]*2.0f); -} - -static I_Error_t I_Error_GL = NULL; - // -----------------+ -// DBG_Printf : Output error messages to debug log if DEBUG_TO_FILE is defined, +// GL_DBG_Printf : Output debug messages to debug log if DEBUG_TO_FILE is defined, // : else do nothing // Returns : // -----------------+ -FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) + +#ifdef DEBUG_TO_FILE +FILE *gllogstream; +#endif + +FUNCPRINTF void GL_DBG_Printf(const char *format, ...) { #ifdef DEBUG_TO_FILE - char str[4096] = ""; + char str[4096] = ""; va_list arglist; - va_start (arglist, lpFmt); - vsnprintf (str, 4096, lpFmt, arglist); - va_end (arglist); - if (gllogstream) - fwrite(str, strlen(str), 1, gllogstream); + if (!gllogstream) + gllogstream = fopen("ogllog.txt", "w"); + + va_start(arglist, format); + vsnprintf(str, 4096, format, arglist); + va_end(arglist); + + fwrite(str, strlen(str), 1, gllogstream); #else - (void)lpFmt; + (void)format; #endif } @@ -190,9 +185,6 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) #define pglEnable glEnable #define pglDisable glDisable #define pglGetFloatv glGetFloatv -//glGetIntegerv -//glGetString -#define pglHint glHint /* Depth Buffer */ #define pglClearDepth glClearDepth @@ -206,7 +198,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) #define pglPushMatrix glPushMatrix #define pglPopMatrix glPopMatrix #define pglLoadIdentity glLoadIdentity -#define pglMultMatrixf glMultMatrixf +#define pglMultMatrixd glMultMatrixd #define pglRotatef glRotatef #define pglScalef glScalef #define pglTranslatef glTranslatef @@ -231,6 +223,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) #define pglLightfv glLightfv #define pglLightModelfv glLightModelfv #define pglMaterialfv glMaterialfv +#define pglMateriali glMateriali /* Raster functions */ #define pglPixelStorei glPixelStorei @@ -247,6 +240,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) /* 1.1 functions */ /* texture objects */ //GL_EXT_texture_object +#define pglGenTextures glGenTextures #define pglDeleteTextures glDeleteTextures #define pglBindTexture glBindTexture /* texture mapping */ //GL_EXT_copy_texture @@ -259,7 +253,6 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...) /* Miscellaneous */ typedef void (APIENTRY * PFNglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); static PFNglClearColor pglClearColor; -//glClear typedef void (APIENTRY * PFNglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); static PFNglColorMask pglColorMask; typedef void (APIENTRY * PFNglAlphaFunc) (GLenum func, GLclampf ref); @@ -278,8 +271,6 @@ typedef void (APIENTRY * PFNglDisable) (GLenum cap); static PFNglDisable pglDisable; typedef void (APIENTRY * PFNglGetFloatv) (GLenum pname, GLfloat *params); static PFNglGetFloatv pglGetFloatv; -//glGetIntegerv -//glGetString /* Depth Buffer */ typedef void (APIENTRY * PFNglClearDepth) (GLclampd depth); @@ -337,7 +328,6 @@ static PFNglBufferData pglBufferData; typedef void (APIENTRY * PFNglDeleteBuffers) (GLsizei n, const GLuint *buffers); static PFNglDeleteBuffers pglDeleteBuffers; - /* Lighting */ typedef void (APIENTRY * PFNglShadeModel) (GLenum mode); static PFNglShadeModel pglShadeModel; @@ -347,6 +337,8 @@ typedef void (APIENTRY * PFNglLightModelfv) (GLenum pname, GLfloat *params); static PFNglLightModelfv pglLightModelfv; typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *params); static PFNglMaterialfv pglMaterialfv; +typedef void (APIENTRY * PFNglMateriali) (GLint face, GLenum pname, GLint param); +static PFNglMateriali pglMateriali; /* Raster functions */ typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param); @@ -370,6 +362,8 @@ static PFNglFogfv pglFogfv; /* 1.1 functions */ /* texture objects */ //GL_EXT_texture_object +typedef void (APIENTRY * PFNglGenTextures) (GLsizei n, const GLuint *textures); +static PFNglGenTextures pglGenTextures; typedef void (APIENTRY * PFNglDeleteTextures) (GLsizei n, const GLuint *textures); static PFNglDeleteTextures pglDeleteTextures; typedef void (APIENTRY * PFNglBindTexture) (GLenum target, GLuint texture); @@ -421,7 +415,7 @@ boolean SetupGLfunc(void) func = GetGLFunc(#proc); \ if (!func) \ { \ - DBG_Printf("failed to get OpenGL function: %s", #proc); \ + GL_DBG_Printf("failed to get OpenGL function: %s", #proc); \ } \ GETOPENGLFUNC(pglClearColor, glClearColor) @@ -439,22 +433,23 @@ boolean SetupGLfunc(void) GETOPENGLFUNC(pglGetIntegerv, glGetIntegerv) GETOPENGLFUNC(pglGetString, glGetString) - GETOPENGLFUNC(pglClearDepth , glClearDepth) - GETOPENGLFUNC(pglDepthFunc , glDepthFunc) - GETOPENGLFUNC(pglDepthMask , glDepthMask) - GETOPENGLFUNC(pglDepthRange , glDepthRange) + GETOPENGLFUNC(pglClearDepth, glClearDepth) + GETOPENGLFUNC(pglDepthFunc, glDepthFunc) + GETOPENGLFUNC(pglDepthMask, glDepthMask) + GETOPENGLFUNC(pglDepthRange, glDepthRange) - GETOPENGLFUNC(pglMatrixMode , glMatrixMode) - GETOPENGLFUNC(pglViewport , glViewport) - GETOPENGLFUNC(pglPushMatrix , glPushMatrix) - GETOPENGLFUNC(pglPopMatrix , glPopMatrix) - GETOPENGLFUNC(pglLoadIdentity , glLoadIdentity) - GETOPENGLFUNC(pglMultMatrixf , glMultMatrixf) - GETOPENGLFUNC(pglRotatef , glRotatef) - GETOPENGLFUNC(pglScalef , glScalef) - GETOPENGLFUNC(pglTranslatef , glTranslatef) + GETOPENGLFUNC(pglMatrixMode, glMatrixMode) + GETOPENGLFUNC(pglViewport, glViewport) + GETOPENGLFUNC(pglPushMatrix, glPushMatrix) + GETOPENGLFUNC(pglPopMatrix, glPopMatrix) + GETOPENGLFUNC(pglLoadIdentity, glLoadIdentity) + GETOPENGLFUNC(pglMultMatrixf, glMultMatrixf) + GETOPENGLFUNC(pglRotatef, glRotatef) + GETOPENGLFUNC(pglScalef, glScalef) + GETOPENGLFUNC(pglTranslatef, glTranslatef) GETOPENGLFUNC(pglColor4ubv, glColor4ubv) + GETOPENGLFUNC(pglVertexPointer, glVertexPointer) GETOPENGLFUNC(pglNormalPointer, glNormalPointer) GETOPENGLFUNC(pglTexCoordPointer, glTexCoordPointer) @@ -462,39 +457,232 @@ boolean SetupGLfunc(void) GETOPENGLFUNC(pglDrawElements, glDrawElements) GETOPENGLFUNC(pglEnableClientState, glEnableClientState) GETOPENGLFUNC(pglDisableClientState, glDisableClientState) + GETOPENGLFUNC(pglClientActiveTexture, glClientActiveTexture) + if (!pglClientActiveTexture) + GETOPENGLFUNC(pglClientActiveTexture, glClientActiveTextureARB) - GETOPENGLFUNC(pglShadeModel , glShadeModel) + GETOPENGLFUNC(pglShadeModel, glShadeModel) GETOPENGLFUNC(pglLightfv, glLightfv) - GETOPENGLFUNC(pglLightModelfv , glLightModelfv) - GETOPENGLFUNC(pglMaterialfv , glMaterialfv) + GETOPENGLFUNC(pglLightModelfv, glLightModelfv) + GETOPENGLFUNC(pglMaterialfv, glMaterialfv) + GETOPENGLFUNC(pglMateriali, glMateriali) - GETOPENGLFUNC(pglPixelStorei , glPixelStorei) - GETOPENGLFUNC(pglReadPixels , glReadPixels) + GETOPENGLFUNC(pglPixelStorei, glPixelStorei) + GETOPENGLFUNC(pglReadPixels, glReadPixels) - GETOPENGLFUNC(pglTexEnvi , glTexEnvi) - GETOPENGLFUNC(pglTexParameteri , glTexParameteri) - GETOPENGLFUNC(pglTexImage2D , glTexImage2D) + GETOPENGLFUNC(pglTexEnvi, glTexEnvi) + GETOPENGLFUNC(pglTexParameteri, glTexParameteri) + GETOPENGLFUNC(pglTexImage2D, glTexImage2D) - GETOPENGLFUNC(pglFogf , glFogf) - GETOPENGLFUNC(pglFogfv , glFogfv) + GETOPENGLFUNC(pglFogf, glFogf) + GETOPENGLFUNC(pglFogfv, glFogfv) - GETOPENGLFUNC(pglDeleteTextures , glDeleteTextures) - GETOPENGLFUNC(pglBindTexture , glBindTexture) + GETOPENGLFUNC(pglGenTextures, glGenTextures) + GETOPENGLFUNC(pglDeleteTextures, glDeleteTextures) + GETOPENGLFUNC(pglBindTexture, glBindTexture) - GETOPENGLFUNC(pglCopyTexImage2D , glCopyTexImage2D) - GETOPENGLFUNC(pglCopyTexSubImage2D , glCopyTexSubImage2D) + GETOPENGLFUNC(pglCopyTexImage2D, glCopyTexImage2D) + GETOPENGLFUNC(pglCopyTexSubImage2D, glCopyTexSubImage2D) #undef GETOPENGLFUNC - - pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps"); - #endif return true; } -// This has to be done after the context is created so the version number can be obtained -// This is stupid -- even some of the oldest usable OpenGL hardware today supports 1.3-level featureset. -boolean SetupGLFunc13(void) +static INT32 glstate_fog_mode = 0; +static float glstate_fog_density = 0; + +INT32 gl_leveltime = 0; + +// GL4 +#ifdef GL_SHADERS + +#define MAXSHADERS 16 +#define MAXSHADERPROGRAMS 16 + +static GLuint gl_shaders[MAXSHADERS]; +static GLint gl_totalshaders = 0; + +static boolean gl_allowshaders = false; +static boolean gl_shadersenabled = false; +static GLuint gl_currentshaderprogram = 0; +static GLuint gl_shaderprograms[MAXSHADERPROGRAMS]; + +// 18032019 +static char *gl_customvertexshaders[MAXSHADERS]; +static char *gl_customfragmentshaders[MAXSHADERS]; + +typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum); +typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*); +typedef void (APIENTRY *PFNglCompileShader) (GLuint); +typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*); +typedef void (APIENTRY *PFNglGetShaderInfoLog) (GLuint, GLsizei, GLsizei*, GLchar*); +typedef void (APIENTRY *PFNglDeleteShader) (GLuint); +typedef GLuint (APIENTRY *PFNglCreateProgram) (void); +typedef void (APIENTRY *PFNglAttachShader) (GLuint, GLuint); +typedef void (APIENTRY *PFNglLinkProgram) (GLuint); +typedef void (APIENTRY *PFNglGetProgramiv) (GLuint, GLenum, GLint*); +typedef void (APIENTRY *PFNglUseProgram) (GLuint); +typedef void (APIENTRY *PFNglUniform1i) (GLint, GLint); +typedef void (APIENTRY *PFNglUniform1f) (GLint, GLfloat); +typedef void (APIENTRY *PFNglUniform2f) (GLint, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform3f) (GLint, GLfloat, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform4f) (GLint, GLfloat, GLfloat, GLfloat, GLfloat); +typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*); +typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*); +typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*); +typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, const GLchar*); + +static PFNglCreateShader pglCreateShader; +static PFNglShaderSource pglShaderSource; +static PFNglCompileShader pglCompileShader; +static PFNglGetShaderiv pglGetShaderiv; +static PFNglGetShaderInfoLog pglGetShaderInfoLog; +static PFNglDeleteShader pglDeleteShader; +static PFNglCreateProgram pglCreateProgram; +static PFNglAttachShader pglAttachShader; +static PFNglLinkProgram pglLinkProgram; +static PFNglGetProgramiv pglGetProgramiv; +static PFNglUseProgram pglUseProgram; +static PFNglUniform1i pglUniform1i; +static PFNglUniform1f pglUniform1f; +static PFNglUniform2f pglUniform2f; +static PFNglUniform3f pglUniform3f; +static PFNglUniform4f pglUniform4f; +static PFNglUniform1fv pglUniform1fv; +static PFNglUniform2fv pglUniform2fv; +static PFNglUniform3fv pglUniform3fv; +static PFNglGetUniformLocation pglGetUniformLocation; + +// +// Fragment shaders +// + +#define GLSL_SHARED_FOG_FUNCTION \ + "float fog(const float dist, const float density, const float globaldensity) {\n" \ + "const float LOG2 = -1.442695;\n" \ + "float d = density * dist;\n" \ + "return 1.0 - clamp(exp(d * globaldensity * LOG2), 0.0, 1.0);\n" \ + "}\n" \ + "float fog2(const float dist, const float density, const float globaldensity) {\n" \ + "const float LOG2 = -1.442695;\n" \ + "float d = density * dist;\n" \ + "return 1.0 - clamp(exp2(d * d * globaldensity * LOG2), 0.0, 1.0);\n" \ + "}\n" + +#define GLSL_SHARED_FOG_MIX \ + "float fog_distance = gl_FragCoord.z / gl_FragCoord.w;\n" \ + "float fog_attenuation = fog(fog_distance, 0.0001 * ((256-lighting)/24), fog_density);\n" \ + "if (fog_mode == 2)\n" \ + "fog_attenuation = floor(fog_attenuation*10)/10;\n" \ + "vec4 fog_color = vec4(fade_color[0], fade_color[1], fade_color[2], 1.0);\n" \ + "vec4 mixed_color = texel * mix_color;\n" \ + "vec4 final_color = mix(mixed_color, fog_color, fog_attenuation);\n" \ + "final_color[3] = mixed_color[3];\n" + +#define GLSL_FRAGMENT_SHADER_HEADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 mix_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform int fog_mode;\n" \ + "uniform float fog_density;\n" \ + +#define SHARED_FRAGMENT_SHADER \ + GLSL_FRAGMENT_SHADER_HEADER \ + GLSL_SHARED_FOG_FUNCTION \ + "void main(void) {\n" \ + "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ + "if (fog_mode == 0)\n" \ + "gl_FragColor = texel * mix_color;\n" \ + "else\n" \ + "{\n" \ + GLSL_SHARED_FOG_MIX \ + "gl_FragColor = final_color;\n" \ + "}\n" \ + "}\0" + +static const char *fragment_shaders[] = { + // Default fragment shader + "uniform sampler2D tex;\n" + "uniform vec4 mix_color;\n" + "void main(void) {\n" + "vec4 color = texture2D(tex, gl_TexCoord[0].st);\n" + "vec4 mixed_color = color * mix_color;\n" + "gl_FragColor = mixed_color;\n" + "}\0", + + // Floor fragment shader + SHARED_FRAGMENT_SHADER, + + // Wall fragment shader + SHARED_FRAGMENT_SHADER, + + // Sprite fragment shader + SHARED_FRAGMENT_SHADER, + + // Model fragment shader + SHARED_FRAGMENT_SHADER, + + // Water fragment shader + SHARED_FRAGMENT_SHADER, + + // Fog fragment shader + "void main(void) {\n" + "gl_FragColor = gl_Color;\n" + "}\0", + + // Sky fragment shader + "uniform sampler2D tex;\n" + "void main(void) {\n" + "float texU = gl_TexCoord[0].s;\n" + "float texV = gl_TexCoord[0].t;\n" + "gl_FragColor = texture2D(tex, vec2(texU, texV));\n" + "}\0", +}; + +// +// Vertex shaders +// + +#define DEFAULT_VERTEX_SHADER \ + "void main()\n" \ + "{\n" \ + "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" \ + "}\0" + +static const char *vertex_shaders[] = { + // Default vertex shader + DEFAULT_VERTEX_SHADER, + + // Floor vertex shader + DEFAULT_VERTEX_SHADER, + + // Wall vertex shader + DEFAULT_VERTEX_SHADER, + + // Sprite vertex shader + DEFAULT_VERTEX_SHADER, + + // Model vertex shader + DEFAULT_VERTEX_SHADER, + + // Water vertex shader + DEFAULT_VERTEX_SHADER, + + // Fog vertex shader + DEFAULT_VERTEX_SHADER, + + // Sky vertex shader + DEFAULT_VERTEX_SHADER, +}; + +#endif // GL_SHADERS + +void SetupGLFunc4(void) { pglActiveTexture = GetGLFunc("glActiveTexture"); pglMultiTexCoord2f = GetGLFunc("glMultiTexCoord2f"); @@ -505,7 +693,186 @@ boolean SetupGLFunc13(void) pglBufferData = GetGLFunc("glBufferData"); pglDeleteBuffers = GetGLFunc("glDeleteBuffers"); - return true; +#ifdef GL_SHADERS + pglCreateShader = GetGLFunc("glCreateShader"); + pglShaderSource = GetGLFunc("glShaderSource"); + pglCompileShader = GetGLFunc("glCompileShader"); + pglGetShaderiv = GetGLFunc("glGetShaderiv"); + pglGetShaderInfoLog = GetGLFunc("glGetShaderInfoLog"); + pglDeleteShader = GetGLFunc("glDeleteShader"); + pglCreateProgram = GetGLFunc("glCreateProgram"); + pglAttachShader = GetGLFunc("glAttachShader"); + pglLinkProgram = GetGLFunc("glLinkProgram"); + pglGetProgramiv = GetGLFunc("glGetProgramiv"); + pglUseProgram = GetGLFunc("glUseProgram"); + pglUniform1i = GetGLFunc("glUniform1i"); + pglUniform1f = GetGLFunc("glUniform1f"); + pglUniform2f = GetGLFunc("glUniform2f"); + pglUniform3f = GetGLFunc("glUniform3f"); + pglUniform4f = GetGLFunc("glUniform4f"); + pglUniform1fv = GetGLFunc("glUniform1fv"); + pglUniform2fv = GetGLFunc("glUniform2fv"); + pglUniform3fv = GetGLFunc("glUniform3fv"); + pglGetUniformLocation = GetGLFunc("glGetUniformLocation"); +#endif + + // GLU + pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps"); +} + +// jimita +EXPORT void HWRAPI(LoadShaders) (void) +{ +#ifdef GL_SHADERS + GLuint gl_vertShader, gl_fragShader; + GLint i, result; + + for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++) + { + const GLchar* vert_shader = vertex_shaders[i]; + const GLchar* frag_shader = fragment_shaders[i]; + + // 18032019 + if (gl_customvertexshaders[i]) + vert_shader = gl_customvertexshaders[i]; + + if (gl_customfragmentshaders[i]) + frag_shader = gl_customfragmentshaders[i]; + + if (i >= MAXSHADERS) + break; + if (i >= MAXSHADERPROGRAMS) + break; + + // + // Load and compile vertex shader + // + gl_vertShader = gl_shaders[gl_totalshaders++] = pglCreateShader(GL_VERTEX_SHADER); + if (!gl_vertShader) + I_Error("Hardware driver: Error creating vertex shader %d", i); + + pglShaderSource(gl_vertShader, 1, &vert_shader, NULL); + pglCompileShader(gl_vertShader); + + // check for compile errors + pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + GLchar* infoLog; + GLint logLength; + + pglGetShaderiv(gl_vertShader, GL_INFO_LOG_LENGTH, &logLength); + + infoLog = malloc(logLength); + pglGetShaderInfoLog(gl_vertShader, logLength, NULL, infoLog); + + I_Error("Hardware driver: Error compiling vertex shader %d\n%s", i, infoLog); + } + + // + // Load and compile fragment shader + // + gl_fragShader = gl_shaders[gl_totalshaders++] = pglCreateShader(GL_FRAGMENT_SHADER); + if (!gl_fragShader) + I_Error("Hardware driver: Error creating fragment shader %d", i); + + pglShaderSource(gl_fragShader, 1, &frag_shader, NULL); + pglCompileShader(gl_fragShader); + + // check for compile errors + pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + GLchar* infoLog; + GLint logLength; + + pglGetShaderiv(gl_fragShader, GL_INFO_LOG_LENGTH, &logLength); + + infoLog = malloc(logLength); + pglGetShaderInfoLog(gl_fragShader, logLength, NULL, infoLog); + + I_Error("Hardware driver: Error compiling fragment shader %d\n%s", i, infoLog); + } + + gl_shaderprograms[i] = pglCreateProgram(); + pglAttachShader(gl_shaderprograms[i], gl_vertShader); + pglAttachShader(gl_shaderprograms[i], gl_fragShader); + pglLinkProgram(gl_shaderprograms[i]); + + // check link status + pglGetProgramiv(gl_shaderprograms[i], GL_LINK_STATUS, &result); + if (result != GL_TRUE) + I_Error("Hardware driver: Error linking shader program %d", i); + } +#endif +} + +EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment) +{ +#ifdef GL_SHADERS + if (number < 1 || number > MAXSHADERS) + I_Error("LoadCustomShader(): cannot load shader %d (max %d)", number, MAXSHADERS); + + if (fragment) + { + gl_customfragmentshaders[number] = malloc(size+1); + strncpy(gl_customfragmentshaders[number], shader, size); + gl_customfragmentshaders[number][size] = 0; + } + else + { + gl_customvertexshaders[number] = malloc(size+1); + strncpy(gl_customvertexshaders[number], shader, size); + gl_customvertexshaders[number][size] = 0; + } +#endif +} + +EXPORT void HWRAPI(InitCustomShaders) (void) +{ +#ifdef GL_SHADERS + KillShaders(); + LoadShaders(); +#endif +} + +EXPORT void HWRAPI(SetShader) (int shader) +{ +#ifdef GL_SHADERS + if (gl_allowshaders) + { + gl_shadersenabled = true; + gl_currentshaderprogram = shader; + } + else +#endif + gl_shadersenabled = false; +} + +EXPORT void HWRAPI(UnSetShader) (void) +{ +#ifdef GL_SHADERS + gl_shadersenabled = false; + gl_currentshaderprogram = 0; +#endif +} + +EXPORT void HWRAPI(KillShaders) (void) +{ +#ifdef GL_SHADERS + GLint total_shaders = gl_totalshaders; + GLint i; + + if (!total_shaders) + return; + + for (i = 0; i < total_shaders; i++) + { + pglDeleteShader(gl_shaders[i]); + gl_shaders[i] = 0; + gl_totalshaders--; + } +#endif } // -----------------+ @@ -513,7 +880,7 @@ boolean SetupGLFunc13(void) // -----------------+ static void SetNoTexture(void) { - // Set small white texture. + // Disable texture. if (tex_downloaded != NOTEXTURE_NUM) { pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM); @@ -533,7 +900,7 @@ static void GLPerspective(GLfloat fovy, GLfloat aspect) const GLfloat zNear = NEAR_CLIPPING_PLANE; const GLfloat zFar = FAR_CLIPPING_PLANE; const GLfloat radians = (GLfloat)(fovy / 2.0f * M_PIl / 180.0f); - const GLfloat sine = sinf(radians); + const GLfloat sine = sin(radians); const GLfloat deltaZ = zFar - zNear; GLfloat cotangent; @@ -547,56 +914,15 @@ static void GLPerspective(GLfloat fovy, GLfloat aspect) m[1][1] = cotangent; m[2][2] = -(zFar + zNear) / deltaZ; m[3][2] = -2.0f * zNear * zFar / deltaZ; - pglMultMatrixf(&m[0][0]); } -static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ, - GLfloat* winX, GLfloat* winY, GLfloat* winZ) -{ - GLfloat in[4], out[4]; - int i; - - for (i=0; i<4; i++) - { - out[i] = - objX * modelMatrix[0*4+i] + - objY * modelMatrix[1*4+i] + - objZ * modelMatrix[2*4+i] + - modelMatrix[3*4+i]; - } - for (i=0; i<4; i++) - { - in[i] = - out[0] * projMatrix[0*4+i] + - out[1] * projMatrix[1*4+i] + - out[2] * projMatrix[2*4+i] + - out[3] * projMatrix[3*4+i]; - } - if (fpclassify(in[3]) == FP_ZERO) return; - in[0] /= in[3]; - in[1] /= in[3]; - in[2] /= in[3]; - /* Map x, y and z to range 0-1 */ - in[0] = in[0] * 0.5f + 0.5f; - in[1] = in[1] * 0.5f + 0.5f; - in[2] = in[2] * 0.5f + 0.5f; - - /* Map x,y to viewport */ - in[0] = in[0] * viewport[2] + viewport[0]; - in[1] = in[1] * viewport[3] + viewport[1]; - - *winX=in[0]; - *winY=in[1]; - *winZ=in[2]; -} - // -----------------+ // SetModelView : // -----------------+ void SetModelView(GLint w, GLint h) { -// DBG_Printf("SetModelView(): %dx%d\n", (int)w, (int)h); + //GL_DBG_Printf("SetModelView(): %dx%d\n", (int)w, (int)h); // The screen textures need to be flushed if the width or height change so that they be remade for the correct size if (screen_width != w || screen_height != h) @@ -617,128 +943,64 @@ void SetModelView(GLint w, GLint h) pglLoadIdentity(); GLPerspective(fov, ASPECT_RATIO); - //pglScalef(1.0f, 320.0f/200.0f, 1.0f); // gr_scalefrustum (ORIGINAL_ASPECT) // added for new coronas' code (without depth buffer) pglGetIntegerv(GL_VIEWPORT, viewport); pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); } - // -----------------+ // SetStates : Set permanent states // -----------------+ void SetStates(void) { - // Bind little white RGBA texture to ID NOTEXTURE_NUM. - /* - FUINT Data[8*8]; - INT32 i; - */ -#ifdef GL_LIGHT_MODEL_AMBIENT - GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; -#endif - -// DBG_Printf("SetStates()\n"); - - // Hurdler: not necessary, is it? - pglShadeModel(GL_SMOOTH); // iterate vertice colors - //pglShadeModel(GL_FLAT); - pglEnable(GL_TEXTURE_2D); // two-dimensional texturing - pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); pglAlphaFunc(GL_NOTEQUAL, 0.0f); - - //pglBlendFunc(GL_ONE, GL_ZERO); // copy pixel to frame buffer (opaque) pglEnable(GL_BLEND); // enable color blending pglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - //pglDisable(GL_DITHER); // faB: ??? (undocumented in OpenGL 1.1) - // Hurdler: yes, it is! pglEnable(GL_DEPTH_TEST); // check the depth buffer pglDepthMask(GL_TRUE); // enable writing to depth buffer pglClearDepth(1.0f); pglDepthRange(0.0f, 1.0f); pglDepthFunc(GL_LEQUAL); - // this set CurrentPolyFlags to the acctual configuration + // this set CurrentPolyFlags to the actual configuration CurrentPolyFlags = 0xffffffff; SetBlend(0); - /* - for (i = 0; i < 64; i++) - Data[i] = 0xffFFffFF; // white pixel - */ - tex_downloaded = (GLuint)-1; SetNoTexture(); - //pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM); - //tex_downloaded = NOTEXTURE_NUM; - //pglTexImage2D(GL_TEXTURE_2D, 0, 4, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data); pglPolygonOffset(-1.0f, -1.0f); - //pglEnable(GL_CULL_FACE); - //pglCullFace(GL_FRONT); - - //glFogi(GL_FOG_MODE, GL_EXP); - //pglHint(GL_FOG_HINT, GL_FASTEST); - //pglFogfv(GL_FOG_COLOR, fogcolor); - //pglFogf(GL_FOG_DENSITY, 0.0005f); - - // Lighting for models -#ifdef GL_LIGHT_MODEL_AMBIENT - pglLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightDiffuse); - pglEnable(GL_LIGHT0); -#endif - // bp : when no t&l :) pglLoadIdentity(); pglScalef(1.0f, 1.0f, -1.0f); pglGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix); // added for new coronas' code (without depth buffer) } - // -----------------+ // Flush : flush OpenGL textures // : Clear list of downloaded mipmaps // -----------------+ void Flush(void) { - //DBG_Printf ("HWR_Flush()\n"); + //GL_DBG_Printf("HWR_Flush()\n"); while (gr_cachehead) { // ceci n'est pas du tout necessaire vu que tu les a charger normalement et // donc il sont dans ta liste ! -#if 0 - //Hurdler: 25/04/2000: now support colormap in hardware mode - FTextureInfo *tmp = gr_cachehead->nextskin; - - // The memory should be freed in the main code - while (tmp) - { - pglDeleteTextures(1, &tmp->downloaded); - tmp->downloaded = 0; - tmp = tmp->nextcolormap; - } -#endif pglDeleteTextures(1, (GLuint *)&gr_cachehead->downloaded); gr_cachehead->downloaded = 0; gr_cachehead = gr_cachehead->nextmipmap; } gr_cachetail = gr_cachehead = NULL; //Hurdler: well, gr_cachehead is already NULL NextTexAvail = FIRST_TEX_AVAIL; -#if 0 - if (screentexture != FIRST_TEX_AVAIL) - { - pglDeleteTextures(1, &screentexture); - screentexture = FIRST_TEX_AVAIL; - } -#endif tex_downloaded = 0; } @@ -776,10 +1038,8 @@ INT32 isExtAvailable(const char *extension, const GLubyte *start) // Init : Initialise the OpenGL interface API // Returns : // -----------------+ -EXPORT boolean HWRAPI(Init) (I_Error_t FatalErrorFunction) +EXPORT boolean HWRAPI(Init) (void) { - I_Error_GL = FatalErrorFunction; - DBG_Printf ("%s %s\n", DRIVER_STRING, VERSIONSTRING); return LoadGL(); } @@ -789,7 +1049,6 @@ EXPORT boolean HWRAPI(Init) (I_Error_t FatalErrorFunction) // -----------------+ EXPORT void HWRAPI(ClearMipMapCache) (void) { - // DBG_Printf ("HWR_Flush(exe)\n"); Flush(); } @@ -803,7 +1062,7 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, INT32 dst_stride, UINT16 * dst_data) { INT32 i; - // DBG_Printf ("ReadRect()\n"); + //GL_DBG_Printf("ReadRect()\n"); if (dst_stride == width*3) { GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1); @@ -851,7 +1110,7 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, // -----------------+ EXPORT void HWRAPI(GClipRect) (INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip) { - // DBG_Printf ("GClipRect(%d, %d, %d, %d)\n", minx, miny, maxx, maxy); + //GL_DBG_Printf("GClipRect(%d, %d, %d, %d)\n", minx, miny, maxx, maxy); pglViewport(minx, screen_height-maxy, maxx-minx, maxy-miny); NEAR_CLIPPING_PLANE = nearclip; @@ -875,7 +1134,7 @@ EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat * ClearColor) { - // DBG_Printf ("ClearBuffer(%d)\n", alpha); + //GL_DBG_Printf("ClearBuffer(%d)\n", alpha); GLbitfield ClearMask = 0; if (ColorMask) @@ -910,7 +1169,7 @@ EXPORT void HWRAPI(Draw2DLine) (F2DCoord * v1, F2DCoord * v2, RGBA_t Color) { - // DBG_Printf ("DrawLine() (%f %f %f) %d\n", v1->x, -v1->y, -v1->z, v1->argb); + //GL_DBG_Printf("DrawLine(): %f %f, %f %f\n", v1->x, v1->y, v2->x, v2->y); GLfloat p[12]; GLfloat dx, dy; GLfloat angle; @@ -1002,7 +1261,6 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags) break; } } - if (Xor & PF_NoAlphaTest) { if (PolyFlags & PF_NoAlphaTest) @@ -1018,7 +1276,6 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags) else pglDisable(GL_POLYGON_OFFSET_FILL); } - if (Xor&PF_NoDepthTest) { if (PolyFlags & PF_NoDepthTest) @@ -1055,22 +1312,19 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags) } else #endif + + // mix texture colour with Surface->PolyColor if (PolyFlags & PF_Modulated) - { // mix texture colour with Surface->FlatColor pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - } + // colour from texture is unchanged before blending else - { // colour from texture is unchanged before blending pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - } } if (Xor & PF_Occlude) // depth test but (no) depth write { if (PolyFlags&PF_Occlude) - { pglDepthMask(1); - } else pglDepthMask(0); } @@ -1088,9 +1342,7 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags) } } if (PolyFlags & PF_NoTexture) - { SetNoTexture(); - } } CurrentPolyFlags = PolyFlags; } @@ -1121,11 +1373,22 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) const GLvoid *ptex = tex; INT32 w, h; - //DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data); + //GL_DBG_Printf("DownloadMipmap %d\n", NextTexAvail, pTexInfo->grInfo.data); w = pTexInfo->width; h = pTexInfo->height; +#ifdef USE_PALETTED_TEXTURE + if (glColorTableEXT && + (pTexInfo->grInfo.format == GR_TEXFMT_P_8) && + !(pTexInfo->flags & TF_CHROMAKEYED)) + { + // do nothing here. + // Not a problem with MiniGL since we don't use paletted texture + } + else +#endif + if ((pTexInfo->grInfo.format == GR_TEXFMT_P_8) || (pTexInfo->grInfo.format == GR_TEXFMT_AP_88)) { @@ -1207,7 +1470,7 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) } } else - DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format); + GL_DBG_Printf("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format); pTexInfo->downloaded = NextTexAvail++; tex_downloaded = pTexInfo->downloaded; @@ -1225,6 +1488,17 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); } +#ifdef USE_PALETTED_TEXTURE + //Hurdler: not really supported and not tested recently + if (glColorTableEXT && + (pTexInfo->grInfo.format == GR_TEXFMT_P_8) && + !(pTexInfo->flags & TF_CHROMAKEYED)) + { + glColorTableEXT(GL_TEXTURE_2D, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, palette_tex); + pglTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, w, h, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, pTexInfo->grInfo.data); + } + else +#endif if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_INTENSITY_88) { //pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex); @@ -1309,90 +1583,108 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo) } } +// jimita +static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *fade) +{ +#ifdef GL_SHADERS + if (gl_shadersenabled) + { + if (gl_shaderprograms[gl_currentshaderprogram]) + { + pglUseProgram(gl_shaderprograms[gl_currentshaderprogram]); + // set uniforms + { +#define GETUNI(uniform) pglGetUniformLocation(gl_shaderprograms[gl_currentshaderprogram], uniform); + GLint UNIFORM_fog_mode = GETUNI("fog_mode"); + GLint UNIFORM_fog_density = GETUNI("fog_density"); + + GLint UNIFORM_mix_color = GETUNI("mix_color"); + GLint UNIFORM_fade_color = GETUNI("fade_color"); + GLint UNIFORM_lighting = GETUNI("lighting"); + + GLint UNIFORM_resolution = GETUNI("resolution"); + GLint UNIFORM_leveltime = GETUNI("leveltime"); +#undef GETUNI + + #define UNIFORM_1(uniform, a, function) \ + if (uniform != -1) \ + function (uniform, a); + + #define UNIFORM_2(uniform, a, b, function) \ + if (uniform != -1) \ + function (uniform, a, b); + + #define UNIFORM_3(uniform, a, b, c, function) \ + if (uniform != -1) \ + function (uniform, a, b, c); + + #define UNIFORM_4(uniform, a, b, c, d, function) \ + if (uniform != -1) \ + function (uniform, a, b, c, d); + + // glstate + UNIFORM_1(UNIFORM_fog_mode, glstate_fog_mode, pglUniform1i); + UNIFORM_1(UNIFORM_fog_density, glstate_fog_density, pglUniform1f); + + // polygon + UNIFORM_4(UNIFORM_mix_color, mix->red, mix->green, mix->blue, mix->alpha, pglUniform4f); + UNIFORM_4(UNIFORM_fade_color, fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f); + UNIFORM_1(UNIFORM_lighting, Surface->LightInfo.light_level, pglUniform1f); + + UNIFORM_2(UNIFORM_resolution, screen_width, screen_height, pglUniform2f); + UNIFORM_1(UNIFORM_leveltime, (float)gl_leveltime, pglUniform1f); + + #undef UNIFORM_1 + #undef UNIFORM_2 + #undef UNIFORM_3 + #undef UNIFORM_4 + } + } + else + pglUseProgram(0); + } + else +#endif + pglUseProgram(0); +} // -----------------+ // DrawPolygon : Render a polygon, set the texture, set render mode // -----------------+ -EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, - //FTextureInfo *pTexInfo, - FOutVector *pOutVerts, - FUINT iNumPts, - FBITFIELD PolyFlags) +EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags) { - FUINT i; - FUINT j; - - if ((PolyFlags & PF_Corona) && (oglflags & GLF_NOZBUFREAD)) - PolyFlags &= ~(PF_NoDepthTest|PF_Corona); + static GLRGBAFloat mix = {0,0,0,0}; + static GLRGBAFloat fade = {0,0,0,0}; SetBlend(PolyFlags); //TODO: inline (#pragma..) - // If Modulated, mix the surface colour to the texture - if ((CurrentPolyFlags & PF_Modulated) && pSurf) - pglColor4ubv((GLubyte*)&pSurf->FlatColor.s); - - // this test is added for new coronas' code (without depth buffer) - // I think I should do a separate function for drawing coronas, so it will be a little faster - if (PolyFlags & PF_Corona) // check to see if we need to draw the corona + // PolyColor + if (pSurf) { - //rem: all 8 (or 8.0f) values are hard coded: it can be changed to a higher value - GLfloat buf[8][8]; - GLfloat cx, cy, cz; - GLfloat px = 0.0f, py = 0.0f, pz = -1.0f; - GLfloat scalef = 0.0f; + // If Modulated, mix the surface colour to the texture + if (CurrentPolyFlags & PF_Modulated) + { + // Mix color + mix.red = byte2float[pSurf->PolyColor.s.red]; + mix.green = byte2float[pSurf->PolyColor.s.green]; + mix.blue = byte2float[pSurf->PolyColor.s.blue]; + mix.alpha = byte2float[pSurf->PolyColor.s.alpha]; - GLubyte c[4]; + pglColor4ubv((GLubyte*)&pSurf->PolyColor.s); + } - float alpha; - - cx = (pOutVerts[0].x + pOutVerts[2].x) / 2.0f; // we should change the coronas' ... - cy = (pOutVerts[0].y + pOutVerts[2].y) / 2.0f; // ... code so its only done once. - cz = pOutVerts[0].z; - - // I dont know if this is slow or not - GLProject(cx, cy, cz, &px, &py, &pz); - //DBG_Printf("Projection: (%f, %f, %f)\n", px, py, pz); - - if ((pz < 0.0l) || - (px < -8.0l) || - (py < viewport[1]-8.0l) || - (px > viewport[2]+8.0l) || - (py > viewport[1]+viewport[3]+8.0l)) - return; - - // the damned slow glReadPixels functions :( - pglReadPixels((INT32)px-4, (INT32)py, 8, 8, GL_DEPTH_COMPONENT, GL_FLOAT, buf); - //DBG_Printf("DepthBuffer: %f %f\n", buf[0][0], buf[3][3]); - - for (i = 0; i < 8; i++) - for (j = 0; j < 8; j++) - scalef += (pz > buf[i][j]+0.00005f) ? 0 : 1; - - // quick test for screen border (not 100% correct, but looks ok) - if (px < 4) scalef -= (GLfloat)(8*(4-px)); - if (py < viewport[1]+4) scalef -= (GLfloat)(8*(viewport[1]+4-py)); - if (px > viewport[2]-4) scalef -= (GLfloat)(8*(4-(viewport[2]-px))); - if (py > viewport[1]+viewport[3]-4) scalef -= (GLfloat)(8*(4-(viewport[1]+viewport[3]-py))); - - scalef /= 64; - //DBG_Printf("Scale factor: %f\n", scalef); - - if (scalef < 0.05f) - return; - - // GLubyte c[4]; - c[0] = pSurf->FlatColor.s.red; - c[1] = pSurf->FlatColor.s.green; - c[2] = pSurf->FlatColor.s.blue; - - alpha = byte2float[pSurf->FlatColor.s.alpha]; - alpha *= scalef; // change the alpha value (it seems better than changing the size of the corona) - c[3] = (unsigned char)(alpha * 255); - pglColor4ubv(c); + // Fade color + fade.red = byte2float[pSurf->FadeColor.s.red]; + fade.green = byte2float[pSurf->FadeColor.s.green]; + fade.blue = byte2float[pSurf->FadeColor.s.blue]; + fade.alpha = byte2float[pSurf->FadeColor.s.alpha]; } + // jimita + load_shaders(pSurf, &mix, &fade); + pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x); - pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].sow); + pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s); pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts); if (PolyFlags & PF_RemoveYWrap) @@ -1403,8 +1695,11 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, if (PolyFlags & PF_ForceWrapY) Clamp2D(GL_TEXTURE_WRAP_T); -} +#ifdef GL_SHADERS + pglUseProgram(0); +#endif +} // ========================================================================== // @@ -1413,56 +1708,24 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) { switch (IdState) { - -#if 0 - case 77: - { - //08/01/00: Hurdler this is a test for mirror - if (!Value) - ClearBuffer(false, true, 0); // clear depth buffer - break; - } -#endif - - case HWD_SET_FOG_COLOR: - { - GLfloat fogcolor[4]; - - fogcolor[0] = byte2float[((Value>>16)&0xff)]; - fogcolor[1] = byte2float[((Value>>8)&0xff)]; - fogcolor[2] = byte2float[((Value)&0xff)]; - fogcolor[3] = 0x0; - pglFogfv(GL_FOG_COLOR, fogcolor); - break; - } - case HWD_SET_FOG_DENSITY: - pglFogf(GL_FOG_DENSITY, Value*1200/(500*1000000.0f)); + case HWD_SET_SHADERS: + switch (Value) + { + case 1: + gl_allowshaders = true; + break; + default: + gl_allowshaders = false; + break; + } break; case HWD_SET_FOG_MODE: - if (Value) - { - pglEnable(GL_FOG); - // experimental code - /* - switch (Value) - { - case 1: - glFogi(GL_FOG_MODE, GL_LINEAR); - pglFogf(GL_FOG_START, -1000.0f); - pglFogf(GL_FOG_END, 2000.0f); - break; - case 2: - glFogi(GL_FOG_MODE, GL_EXP); - break; - case 3: - glFogi(GL_FOG_MODE, GL_EXP2); - break; - } - */ - } - else - pglDisable(GL_FOG); + glstate_fog_mode = Value; + break; + + case HWD_SET_FOG_DENSITY: + glstate_fog_density = FIXED_TO_FLOAT(Value); break; case HWD_SET_TEXTUREFILTERMODE: @@ -1632,6 +1895,10 @@ static void CreateModelVBO(mesh_t *mesh, mdlframe_t *frame) pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID); pglBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW); free(buffer); + + // Don't leave the array buffer bound to the model, + // since this is called mid-frame + pglBindBuffer(GL_ARRAY_BUFFER, 0); } static void CreateModelVBOTiny(mesh_t *mesh, tinyframe_t *frame) @@ -1673,6 +1940,10 @@ static void CreateModelVBOTiny(mesh_t *mesh, tinyframe_t *frame) pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID); pglBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW); free(buffer); + + // Don't leave the array buffer bound to the model, + // since this is called mid-frame + pglBindBuffer(GL_ARRAY_BUFFER, 0); } EXPORT void HWRAPI(CreateModelVBOs) (model_t *model) @@ -1709,12 +1980,12 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model) } } -#define BUFFER_OFFSET(i) ((char*)NULL + (i)) +#define BUFFER_OFFSET(i) ((char*)(i)) -static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface) { - GLfloat ambient[4]; - GLfloat diffuse[4]; + static GLRGBAFloat mix = {0,0,0,0}; + static GLRGBAFloat fade = {0,0,0,0}; float pol = 0.0f; float scalex, scaley, scalez; @@ -1723,9 +1994,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 int i; - // Because Otherwise, scaling the screen negatively vertically breaks the lighting - GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f}; - // Affect input model scaling scale *= 0.5f; scalex = scale; @@ -1745,24 +2013,25 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pol = 0.0f; } - if (color) - { - ambient[0] = (color[0]/255.0f); - ambient[1] = (color[1]/255.0f); - ambient[2] = (color[2]/255.0f); - ambient[3] = (color[3]/255.0f); - diffuse[0] = (color[0]/255.0f); - diffuse[1] = (color[1]/255.0f); - diffuse[2] = (color[2]/255.0f); - diffuse[3] = (color[3]/255.0f); + mix.red = byte2float[Surface->PolyColor.s.red]; + mix.green = byte2float[Surface->PolyColor.s.green]; + mix.blue = byte2float[Surface->PolyColor.s.blue]; + mix.alpha = byte2float[Surface->PolyColor.s.alpha]; - if (ambient[0] > 0.75f) - ambient[0] = 0.75f; - if (ambient[1] > 0.75f) - ambient[1] = 0.75f; - if (ambient[2] > 0.75f) - ambient[2] = 0.75f; - } + if (mix.alpha < 1) + SetBlend(PF_Translucent|PF_Modulated); + else + SetBlend(PF_Masked|PF_Modulated|PF_Occlude); + + pglColor4ubv((GLubyte*)&Surface->PolyColor.s); + + fade.red = byte2float[Surface->FadeColor.s.red]; + fade.green = byte2float[Surface->FadeColor.s.green]; + fade.blue = byte2float[Surface->FadeColor.s.blue]; + fade.alpha = byte2float[Surface->FadeColor.s.alpha]; + + // jimita + load_shaders(Surface, &mix, &fade); pglEnable(GL_CULL_FACE); pglEnable(GL_NORMALIZE); @@ -1782,33 +2051,12 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 #else // pos->flip is if the screen is flipped too if (flipped != pos->flip) // If either are active, but not both, invert the model's culling - { pglCullFace(GL_FRONT); - } else - { pglCullFace(GL_BACK); - } #endif - pglLightfv(GL_LIGHT0, GL_POSITION, LightPos); - - pglShadeModel(GL_SMOOTH); - if (color) - { -#ifdef GL_LIGHT_MODEL_AMBIENT - pglEnable(GL_LIGHTING); - pglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); - pglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); -#endif - if (color[3] < 255) - SetBlend(PF_Translucent|PF_Modulated|PF_Clip); - else - SetBlend(PF_Masked|PF_Modulated|PF_Occlude|PF_Clip); - } - pglPushMatrix(); // should be the same as glLoadIdentity - //Hurdler: now it seems to work pglTranslatef(pos->x, pos->z, pos->y); if (flipped) scaley = -scaley; @@ -1845,7 +2093,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pglVertexPointer(3, GL_SHORT, sizeof(vbotiny_t), BUFFER_OFFSET(0)); pglNormalPointer(GL_BYTE, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short)*3)); pglTexCoordPointer(2, GL_FLOAT, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short) * 3 + sizeof(char) * 6)); - pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices); pglBindBuffer(GL_ARRAY_BUFFER, 0); } @@ -1853,13 +2100,12 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 { short *vertPtr; char *normPtr; - int j; + int j = 0; // Dangit, I soooo want to do this in a GLSL shader... AllocLerpTinyBuffer(mesh->numVertices * sizeof(short) * 3); vertPtr = vertTinyBuffer; normPtr = normTinyBuffer; - j = 0; for (j = 0; j < mesh->numVertices * 3; j++) { @@ -1885,19 +2131,12 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 if (!nextframe || fpclassify(pol) == FP_ZERO) { // Zoom! Take advantage of just shoving the entire arrays to the GPU. -/* pglVertexPointer(3, GL_FLOAT, 0, frame->vertices); - pglNormalPointer(GL_FLOAT, 0, frame->normals); - pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs); - pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);*/ - pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID); pglVertexPointer(3, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(0)); pglNormalPointer(GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 3)); pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 6)); pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3); - // No tinyframes, no mesh indices - //pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices); pglBindBuffer(GL_ARRAY_BUFFER, 0); } else @@ -1910,7 +2149,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 AllocLerpBuffer(mesh->numVertices * sizeof(float) * 3); vertPtr = vertBuffer; normPtr = normBuffer; - //int j = 0; for (j = 0; j < mesh->numVertices * 3; j++) { @@ -1930,19 +2168,20 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 pglDisableClientState(GL_NORMAL_ARRAY); pglPopMatrix(); // should be the same as glLoadIdentity - if (color) - pglDisable(GL_LIGHTING); - pglShadeModel(GL_FLAT); pglDisable(GL_CULL_FACE); pglDisable(GL_NORMALIZE); + +#ifdef GL_SHADERS + pglUseProgram(0); +#endif } // -----------------+ -// HWRAPI DrawMD2 : Draw an MD2 model with glcommands +// HWRAPI DrawModel : Draw a model // -----------------+ -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface) { - DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, color); + DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, Surface); } // -----------------+ @@ -1952,10 +2191,12 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) { static boolean special_splitscreen; GLdouble used_fov; + boolean shearing = false; pglLoadIdentity(); if (stransform) { used_fov = stransform->fovxangle; + shearing = stransform->shearing; // keep a trace of the transformation for md2 memcpy(&md2_transform, stransform, sizeof (md2_transform)); @@ -1970,7 +2211,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) else pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez); - pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f); + pglMatrixMode(GL_MODELVIEW); + pglRotatef(stransform->anglex, 1.0f, 0.0f, 0.0f); pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f); pglTranslatef(-stransform->x, -stransform->z, -stransform->y); @@ -1985,9 +2227,19 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) pglMatrixMode(GL_PROJECTION); pglLoadIdentity(); + + // jimita 14042019 + // Simulate Software's y-shearing + // https://zdoom.org/wiki/Y-shearing + if (shearing) + { + float dy = FIXED_TO_FLOAT(AIMINGTODY(stransform->viewaiming)) * 2; //screen_width/BASEVIDWIDTH; + pglTranslatef(0.0f, -dy/BASEVIDHEIGHT, 0.0f); + } + if (special_splitscreen) { - used_fov = atan(tan(used_fov*M_PIl/360.0l)*0.8l)*360/M_PIl; + used_fov = atan(tan(used_fov*M_PIl/360)*0.8)*360/M_PIl; GLPerspective((GLfloat)used_fov, 2*ASPECT_RATIO); } else @@ -2011,11 +2263,6 @@ EXPORT INT32 HWRAPI(GetTextureUsed) (void) return res; } -EXPORT INT32 HWRAPI(GetRenderVersion) (void) -{ - return VERSION; -} - EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) { INT32 x, y; @@ -2031,7 +2278,7 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) 16.0f, -16.0f, 6.0f }; - // Use a power of two texture, dammit + // Use a power of two texture if(screen_width <= 1024) texsize = 1024; if(screen_width <= 512) @@ -2044,8 +2291,6 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) pglDisable(GL_DEPTH_TEST); pglDisable(GL_BLEND); - // const float blackBack[16] - // Draw a black square behind the screen texture, // so nothing shows through the edges pglColor4ubv(white); @@ -2053,6 +2298,7 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]) pglVertexPointer(3, GL_FLOAT, 0, blackBack); pglDrawArrays(GL_TRIANGLE_FAN, 0, 4); + pglEnableClientState(GL_TEXTURE_COORD_ARRAY); for(x=0;x 1000 -"Update P_PatchInfoTables, you big dumb head" +#error "Update P_PatchInfoTables, you big dumb head" #endif // empty out free slots @@ -20113,9 +20110,6 @@ void P_PatchInfoTables(void) tempname[2] = (char)('0' + (char)(((i-SPR_FIRSTFREESLOT+1)/10)%10)); tempname[3] = (char)('0' + (char)((i-SPR_FIRSTFREESLOT+1)%10)); tempname[4] = '\0'; -#ifdef HWRENDER - t_lspr[i] = &lspr[NOLIGHT]; -#endif } sprnames[i][0] = '\0'; // i == NUMSPRITES memset(&states[S_FIRSTFREESLOT], 0, sizeof (state_t) * NUMSTATEFREESLOTS); diff --git a/src/info.h b/src/info.h index 0e23a07c..a00b53d0 100644 --- a/src/info.h +++ b/src/info.h @@ -226,7 +226,7 @@ void A_NapalmScatter(); void A_SpawnFreshCopy(); // ratio of states to sprites to mobj types is roughly 6 : 1 : 1 -#define NUMMOBJFREESLOTS 256 +#define NUMMOBJFREESLOTS 512 #define NUMSPRITEFREESLOTS NUMMOBJFREESLOTS #define NUMSTATEFREESLOTS (NUMMOBJFREESLOTS*8) @@ -4301,7 +4301,7 @@ typedef enum mobj_type // Castle Eggman Scenery MT_CHAIN, // CEZ Chain - MT_FLAME, // Flame (has corona) + MT_FLAME, // Flame MT_EGGSTATUE, // Eggman Statue MT_MACEPOINT, // Mace rotation point MT_SWINGMACEPOINT, // Mace swinging point diff --git a/src/m_fixed.c b/src/m_fixed.c index 5e789673..7241be9c 100644 --- a/src/m_fixed.c +++ b/src/m_fixed.c @@ -411,6 +411,19 @@ boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2) return false; } +// ClosestPointOnVector +// +// Similar to ClosestPointOnLine, but uses a vector instead of two points. +// +void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out) +{ + fixed_t t = FV3_Dot(dir, p); + + // Return the point on the line closest + FV3_MulEx(dir, t, out); + return; +} + fixed_t FV3_Dot(const vector3_t *a_1, const vector3_t *a_2) { return (FixedMul(a_1->x, a_2->x) + FixedMul(a_1->y, a_2->y) + FixedMul(a_1->z, a_2->z)); @@ -458,19 +471,6 @@ vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vec return FV3_AddEx(&Line[0], &V, out); } -// -// ClosestPointOnVector -// -// Similar to ClosestPointOnLine, but uses a vector instead of two points. -// -void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out) -{ - fixed_t t = FV3_Dot(dir, p); - - // Return the point on the line closest - FV3_MulEx(dir, t, out); - return; -} // // ClosestPointOnTriangle diff --git a/src/m_menu.c b/src/m_menu.c index 9b5e98e4..a95cac87 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -372,9 +372,6 @@ static void M_HandleLevelStats(INT32 choice); static void M_HandleConnectIP(INT32 choice); #endif static void M_HandleSetupMultiPlayer(INT32 choice); -#ifdef HWRENDER -static void M_HandleFogColor(INT32 choice); -#endif static void M_HandleVideoMode(INT32 choice); static void M_HandleMonitorToggles(INT32 choice); @@ -1285,36 +1282,25 @@ static menuitem_t OP_VideoModeMenu[] = #ifdef HWRENDER static menuitem_t OP_OpenGLOptionsMenu[] = { - {IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 10}, - {IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 20}, + {IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 10}, + {IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 20}, - {IT_STRING|IT_CVAR, NULL, "Quality", &cv_scr_depth, 35}, - {IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 45}, - {IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 55}, -/*#ifdef _WINDOWS - {IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 50}, + {IT_STRING|IT_CVAR, NULL, "Field of view", &cv_grfov, 40}, + {IT_STRING|IT_CVAR, NULL, "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 -#ifdef ALAM_LIGHTING - {IT_SUBMENU|IT_STRING, NULL, "Lighting...", &OP_OpenGLLightingDef, 70}, -#endif*/ + {IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 110}, + {IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 120}, }; -#ifdef ALAM_LIGHTING -static menuitem_t OP_OpenGLLightingMenu[] = -{ - {IT_STRING|IT_CVAR, NULL, "Coronas", &cv_grcoronas, 0}, - {IT_STRING|IT_CVAR, NULL, "Coronas size", &cv_grcoronasize, 10}, - {IT_STRING|IT_CVAR, NULL, "Dynamic lighting", &cv_grdynamiclighting, 20}, - {IT_STRING|IT_CVAR, NULL, "Static lighting", &cv_grstaticlighting, 30}, -}; -#endif - static menuitem_t OP_OpenGLFogMenu[] = { {IT_STRING|IT_CVAR, NULL, "Fog", &cv_grfog, 10}, - {IT_STRING|IT_KEYHANDLER, NULL, "Fog Color", M_HandleFogColor, 20}, - {IT_STRING|IT_CVAR, NULL, "Fog Density", &cv_grfogdensity, 30}, - {IT_STRING|IT_CVAR, NULL, "Software Fog",&cv_grsoftwarefog,40}, + {IT_STRING|IT_CVAR, NULL, "Fog density", &cv_grfogdensity, 20}, + {IT_STRING|IT_CVAR, NULL, "Software fog",&cv_grsoftwarefog,30}, }; static menuitem_t OP_OpenGLColorMenu[] = @@ -2078,9 +2064,6 @@ menu_t OP_MonitorToggleDef = #ifdef HWRENDER menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30); -#ifdef ALAM_LIGHTING -menu_t OP_OpenGLLightingDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLLightingMenu, &OP_OpenGLOptionsDef, 60, 40); -#endif menu_t OP_OpenGLFogDef = { "M_VIDEO", @@ -4503,21 +4486,11 @@ static void M_StopMessage(INT32 choice) // You can even put multiple images in one menu! static void M_DrawImageDef(void) { - // this is probably what the V_DrawFixedPatch screen-fill bullshit was for, right - //V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); -- never mind, screen fade - - // Grr. Need to autodetect for pic_ts. - pic_t *pictest = (pic_t *)W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_CACHE); - if (!pictest->zero) - V_DrawScaledPic(0,0,0,W_GetNumForName(currentMenu->menuitems[itemOn].text)); + patch_t *patch = W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_CACHE); + if (patch->width <= BASEVIDWIDTH) + V_DrawScaledPatch(0,0,0,patch); else - { - patch_t *patch = W_CachePatchName(currentMenu->menuitems[itemOn].text,PU_CACHE); - if (patch->height <= BASEVIDHEIGHT) - V_DrawScaledPatch(0,0,0,patch); - else - V_DrawSmallScaledPatch(0,0,0,patch); - } + V_DrawSmallScaledPatch(0,0,0,patch); if (currentMenu->menuitems[itemOn].alphaKey) { @@ -10988,7 +10961,7 @@ static void M_QuitSRB2(INT32 choice) // OpenGL specific options // ===================================================================== -#define FOG_COLOR_ITEM 1 +#define FOG_DENSITY_ITEM 1 // =================== // M_OGL_DrawFogMenu() // =================== @@ -10999,12 +10972,8 @@ static void M_OGL_DrawFogMenu(void) mx = currentMenu->x; my = currentMenu->y; M_DrawGenericMenu(); // use generic drawer for cursor, items and title - V_DrawString(BASEVIDWIDTH - mx - V_StringWidth(cv_grfogcolor.string, 0), - my + currentMenu->menuitems[FOG_COLOR_ITEM].alphaKey, highlightflags, cv_grfogcolor.string); - // blink cursor on FOG_COLOR_ITEM if selected - if (itemOn == FOG_COLOR_ITEM && skullAnimCounter < 4) - V_DrawCharacter(BASEVIDWIDTH - mx, - my + currentMenu->menuitems[FOG_COLOR_ITEM].alphaKey, '_' | 0x80,false); + V_DrawString(BASEVIDWIDTH - mx - V_StringWidth(cv_grfogdensity.string, 0), + my + currentMenu->menuitems[FOG_DENSITY_ITEM].alphaKey, V_YELLOWMAP, cv_grfogdensity.string); } // ===================== @@ -11020,61 +10989,4 @@ static void M_OGL_DrawColorMenu(void) V_DrawString(mx, my + currentMenu->menuitems[0].alphaKey - 10, highlightflags, "Gamma correction"); } - -//=================== -// M_HandleFogColor() -//=================== -static void M_HandleFogColor(INT32 choice) -{ - size_t i, l; - char temp[8]; - boolean exitmenu = false; // exit to previous menu and send name change - - switch (choice) - { - case KEY_DOWNARROW: - S_StartSound(NULL, sfx_menu1); - itemOn++; - break; - - case KEY_UPARROW: - S_StartSound(NULL, sfx_menu1); - itemOn--; - break; - - case KEY_ESCAPE: - exitmenu = true; - break; - - case KEY_BACKSPACE: - S_StartSound(NULL, sfx_menu1); - strcpy(temp, cv_grfogcolor.string); - strcpy(cv_grfogcolor.zstring, "000000"); - l = strlen(temp)-1; - for (i = 0; i < l; i++) - cv_grfogcolor.zstring[i + 6 - l] = temp[i]; - break; - - default: - if ((choice >= '0' && choice <= '9') || (choice >= 'a' && choice <= 'f') - || (choice >= 'A' && choice <= 'F')) - { - S_StartSound(NULL, sfx_menu1); - strcpy(temp, cv_grfogcolor.string); - strcpy(cv_grfogcolor.zstring, "000000"); - l = strlen(temp); - for (i = 0; i < l; i++) - cv_grfogcolor.zstring[5 - i] = temp[l - i]; - cv_grfogcolor.zstring[5] = (char)choice; - } - break; - } - if (exitmenu) - { - if (currentMenu->prevMenu) - M_SetupNextMenu(currentMenu->prevMenu); - else - M_ClearMenus(true); - } -} #endif diff --git a/src/m_misc.c b/src/m_misc.c index f4a4ec29..5e8fe5dd 100644 --- a/src/m_misc.c +++ b/src/m_misc.c @@ -30,6 +30,7 @@ #include "g_game.h" #include "m_misc.h" #include "hu_stuff.h" +#include "st_stuff.h" #include "v_video.h" #include "z_zone.h" #include "g_input.h" @@ -586,6 +587,21 @@ void M_SaveConfig(const char *filename) fclose(f); } +// ========================================================================== +// SCREENSHOTS +// ========================================================================== +static UINT8 screenshot_palette[768]; +static void M_CreateScreenShotPalette(void) +{ + size_t i, j; + for (i = 0, j = 0; i < 768; i += 3, j++) + { + RGBA_t locpal = pLocalPalette[(max(st_palette,0)*256)+j]; + screenshot_palette[i] = locpal.s.red; + screenshot_palette[i+1] = locpal.s.green; + screenshot_palette[i+2] = locpal.s.blue; + } +} #if NUMSCREENS > 2 static const char *Newsnapshotfile(const char *pathname, const char *ext) @@ -1017,6 +1033,7 @@ static boolean M_SetupaPNG(png_const_charp filename, png_bytep pal) static inline moviemode_t M_StartMovieAPNG(const char *pathname) { #ifdef USE_APNG + UINT8 *palette; const char *freename = NULL; boolean ret = false; @@ -1032,10 +1049,8 @@ static inline moviemode_t M_StartMovieAPNG(const char *pathname) return MM_OFF; } - if (rendermode == render_soft) - ret = M_SetupaPNG(va(pandf,pathname,freename), W_CacheLumpName(GetPalette(), PU_CACHE)); - else - ret = M_SetupaPNG(va(pandf,pathname,freename), NULL); + if (rendermode == render_soft) M_CreateScreenShotPalette(); + ret = M_SetupaPNG(va(pandf,pathname,freename), (palette = screenshot_palette)); if (!ret) { @@ -1238,7 +1253,7 @@ void M_StopMovie(void) * \param data The image data. * \param width Width of the picture. * \param height Height of the picture. - * \param palette Palette of image data + * \param palette Palette of image data. * \note if palette is NULL, BGR888 format */ boolean M_SavePNG(const char *filename, void *data, int width, int height, const UINT8 *palette) @@ -1260,8 +1275,7 @@ boolean M_SavePNG(const char *filename, void *data, int width, int height, const return false; } - png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, - PNG_error, PNG_warn); + png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, PNG_error, PNG_warn); if (!png_ptr) { CONS_Debug(DBG_RENDER, "M_SavePNG: Error on initialize libpng\n"); @@ -1415,9 +1429,8 @@ void M_ScreenShot(void) } /** Takes a screenshot. - * The screenshot is saved as "kartxxxx.pcx" (or "kartxxxx.tga" in hardware - * rendermode) where xxxx is the lowest four-digit number for which a file - * does not already exist. + * The screenshot is saved as "srb2xxxx.png" where xxxx is the lowest + * four-digit number for which a file does not already exist. * * \sa HWR_ScreenShot */ @@ -1431,6 +1444,10 @@ void M_DoScreenShot(void) // Don't take multiple screenshots, obviously takescreenshot = false; + // how does one take a screenshot without a render system? + if (rendermode == render_none) + return; + if (cv_screenshot_option.value == 0) pathname = usehome ? srb2home : srb2path; else if (cv_screenshot_option.value == 1) @@ -1441,16 +1458,13 @@ void M_DoScreenShot(void) pathname = cv_screenshot_folder.string; #ifdef USE_PNG - if (rendermode != render_none) - freename = Newsnapshotfile(pathname,"png"); + freename = Newsnapshotfile(pathname,"png"); #else if (rendermode == render_soft) freename = Newsnapshotfile(pathname,"pcx"); - else if (rendermode != render_none) + else if (rendermode == render_opengl) freename = Newsnapshotfile(pathname,"tga"); #endif - else - I_Error("Can't take a screenshot without a render system"); if (rendermode == render_soft) { @@ -1464,18 +1478,16 @@ void M_DoScreenShot(void) // save the pcx file #ifdef HWRENDER - if (rendermode != render_soft) + if (rendermode == render_opengl) ret = HWR_Screenshot(va(pandf,pathname,freename)); else #endif - if (rendermode != render_none) { + M_CreateScreenShotPalette(); #ifdef USE_PNG - ret = M_SavePNG(va(pandf,pathname,freename), linear, vid.width, vid.height, - W_CacheLumpName(GetPalette(), PU_CACHE)); + ret = M_SavePNG(va(pandf,pathname,freename), linear, vid.width, vid.height, screenshot_palette); #else - ret = WritePCXfile(va(pandf,pathname,freename), linear, vid.width, vid.height, - W_CacheLumpName(GetPalette(), PU_CACHE)); + ret = WritePCXfile(va(pandf,pathname,freename), linear, vid.width, vid.height, screenshot_palette); #endif } @@ -1483,14 +1495,14 @@ failure: if (ret) { if (moviemode != MM_SCREENSHOT) - CONS_Printf(M_GetText("screen shot %s saved in %s\n"), freename, pathname); + CONS_Printf(M_GetText("Screen shot %s saved in %s\n"), freename, pathname); } else { if (freename) - CONS_Printf(M_GetText("Couldn't create screen shot %s in %s\n"), freename, pathname); + CONS_Alert(CONS_ERROR, M_GetText("Couldn't create screen shot %s in %s\n"), freename, pathname); else - CONS_Printf(M_GetText("Couldn't create screen shot (all 10000 slots used!) in %s\n"), pathname); + CONS_Alert(CONS_ERROR, M_GetText("Couldn't create screen shot in %s (all 10000 slots used!)\n"), pathname); if (moviemode == MM_SCREENSHOT) M_StopMovie(); diff --git a/src/nds/r_nds3d.c b/src/nds/r_nds3d.c index dbdcec15..6734e8c1 100644 --- a/src/nds/r_nds3d.c +++ b/src/nds/r_nds3d.c @@ -160,7 +160,7 @@ void NDS3D_DrawPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts z = pOutVerts[index].z; } - glTexCoord2f(pOutVerts[index].sow, pOutVerts[index].tow); + glTexCoord2f(pOutVerts[index].s, pOutVerts[index].tow); glVertex3f(x,y,z); } glEnd(); diff --git a/src/p_setup.c b/src/p_setup.c index bf13971b..6c6ef828 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -465,11 +465,7 @@ static void P_LoadRawSegs(UINT8 *data, size_t i) li->length = P_SegLength(li); #ifdef HWRENDER if (rendermode == render_opengl) - { li->flength = P_SegLengthFloat(li); - //Hurdler: 04/12/2000: for now, only used in hardware mode - li->lightmaps = NULL; // list of static lightmap for this seg - } li->pv1 = li->pv2 = NULL; #endif @@ -1500,6 +1496,17 @@ static void P_LoadRawSideDefs2(void *data) sec->extra_colormap->rgba += (ALPHA2INT(col[7]) << 24); else sec->extra_colormap->rgba += (25 << 24); + + /*nearest = NearestColor( + (HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0), + (HEX2INT(col[3]) << 4) + (HEX2INT(col[4]) << 0), + (HEX2INT(col[5]) << 4) + (HEX2INT(col[6]) << 0) + ); + + sec->extra_colormap->rgba = + pLocalPalette[nearest].s.red + + (pLocalPalette[nearest].s.green << 8) + + (pLocalPalette[nearest].s.blue << 16);*/ } else sec->extra_colormap->rgba = 0; @@ -3089,10 +3096,6 @@ boolean P_SetupLevel(boolean skipprecip) #ifdef HWRENDER // not win32 only 19990829 by Kin if (rendermode != render_soft && rendermode != render_none) { -#ifdef ALAM_LIGHTING - // BP: reset light between levels (we draw preview frame lights on current frame) - HWR_ResetLights(); -#endif // Correct missing sidedefs & deep water trick HWR_CorrectSWTricks(); HWR_CreatePlanePolygons((INT32)numnodes - 1); diff --git a/src/r_data.c b/src/r_data.c index 7fb11855..b1b20f19 100644 --- a/src/r_data.c +++ b/src/r_data.c @@ -1177,7 +1177,6 @@ void R_ClearColormaps(void) // static double deltas[256][3], map[256][3]; -static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b); static int RoundUp(double number); #ifdef HASINVERT @@ -1403,7 +1402,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3) // Thanks to quake2 source! // utils3/qdata/images.c -static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b) +UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b) { int dr, dg, db; int distortion, bestdistortion = 256 * 256 * 4, bestcolor = 0, i; diff --git a/src/r_data.h b/src/r_data.h index 640b3030..78104c42 100644 --- a/src/r_data.h +++ b/src/r_data.h @@ -100,4 +100,6 @@ const char *R_ColormapNameForNum(INT32 num); extern INT32 numtextures; +UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b); + #endif diff --git a/src/r_defs.h b/src/r_defs.h index 52a3be80..00036e9e 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -526,31 +526,6 @@ typedef struct mprecipsecnode_s boolean visited; // used in search algorithms } mprecipsecnode_t; -// for now, only used in hardware mode -// maybe later for software as well? -// that's why it's moved here -typedef struct light_s -{ - UINT16 type; // light,... (cfr #define in hwr_light.c) - - float light_xoffset; - float light_yoffset; // y offset to adjust corona's height - - UINT32 corona_color; // color of the light for static lighting - float corona_radius; // radius of the coronas - - UINT32 dynamic_color; // color of the light for dynamic lighting - float dynamic_radius; // radius of the light ball - float dynamic_sqrradius; // radius^2 of the light ball -} light_t; - -typedef struct lightmap_s -{ - float s[2], t[2]; - light_t *light; - struct lightmap_s *next; -} lightmap_t; - // // The lineseg. // @@ -579,8 +554,6 @@ typedef struct seg_s void *pv1; // polyvertex_t void *pv2; // polyvertex_t float flength; // length of the seg, used by hardware renderer - - lightmap_t *lightmaps; // for static lightmap #endif // Why slow things down by calculating lightlists for every thick side? diff --git a/src/r_main.c b/src/r_main.c index 358a24bb..7295f495 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -686,11 +686,6 @@ void R_ExecuteSetViewSize(void) R_InitTextureMapping(); -#ifdef HWRENDER - if (rendermode != render_soft) - HWR_InitTextureMapping(); -#endif - // thing clipping for (i = 0; i < viewwidth; i++) screenheightarray[i] = (INT16)viewheight; @@ -820,29 +815,31 @@ subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y) static mobj_t *viewmobj; -// WARNING: a should be unsigned but to add with 2048, it isn't! -#define AIMINGTODY(a) FixedDiv((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS, fovtan) - // recalc necessary stuff for mouseaiming // slopes are already calculated for the full possible view (which is 4*viewheight). // 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out) static void R_SetupFreelook(void) { INT32 dy = 0; + + // clip it in the case we are looking a hardware 90 degrees full aiming + // (lmps, network and use F12...) + if (rendermode == render_soft +#ifdef HWRENDER + || cv_grshearing.value +#endif + ) + G_SoftwareClipAimingPitch((INT32 *)&aimingangle); + if (rendermode == render_soft) { - // clip it in the case we are looking a hardware 90 degrees full aiming - // (lmps, network and use F12...) - G_SoftwareClipAimingPitch((INT32 *)&aimingangle); - dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH; + dy = (AIMINGTODY(aimingangle)>>FRACBITS) * viewwidth/BASEVIDWIDTH; yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)]; } centery = (viewheight/2) + dy; centeryfrac = centery< + @@ -222,7 +223,6 @@ - @@ -488,4 +488,4 @@ - \ No newline at end of file + diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters index 8556627b..9e5b9837 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj.filters +++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters @@ -231,9 +231,6 @@ Hw_Hardware - - Hw_Hardware - Hw_Hardware @@ -639,7 +636,7 @@ Hw_Hardware - + Hw_Hardware @@ -924,4 +921,4 @@ SDLApp - \ No newline at end of file + diff --git a/src/sdl/Srb2SDL-vc9.vcproj b/src/sdl/Srb2SDL-vc9.vcproj index 3898aeba..b21eedb8 100644 --- a/src/sdl/Srb2SDL-vc9.vcproj +++ b/src/sdl/Srb2SDL-vc9.vcproj @@ -2410,10 +2410,6 @@ RelativePath="..\hardware\hw_drv.h" > - - diff --git a/src/sdl/Srb2SDL.dsp b/src/sdl/Srb2SDL.dsp index 879113ca..ce35e2e2 100644 --- a/src/sdl/Srb2SDL.dsp +++ b/src/sdl/Srb2SDL.dsp @@ -7,19 +7,19 @@ CFG=Srb2SDL - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2SDL.mak". -!MESSAGE +!MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2SDL.mak" CFG="Srb2SDL - Win32 Debug" -!MESSAGE +!MESSAGE !MESSAGE Possible choices for configuration are: -!MESSAGE +!MESSAGE !MESSAGE "Srb2SDL - Win32 Release" (based on "Win32 (x86) Console Application") !MESSAGE "Srb2SDL - Win32 Debug" (based on "Win32 (x86) Console Application") -!MESSAGE +!MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 @@ -85,7 +85,7 @@ LINK32=link.exe # ADD LINK32 SDL.lib SDL_mixer.lib user32.lib advapi32.lib ws2_32.lib /nologo /subsystem:console /pdb:"C:\srb2demo2\srb2sdldebug.pdb" /debug /machine:I386 /out:"C:\srb2demo2\srb2sdldebug.exe" /pdbtype:sept # SUBTRACT LINK32 /pdb:none -!ENDIF +!ENDIF # Begin Target @@ -213,7 +213,7 @@ SOURCE=.\SDL_main\SDL_win32_main.c # PROP Exclude_From_Build 1 -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -274,7 +274,7 @@ InputName=tmap # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -308,7 +308,7 @@ InputName=tmap_mmx # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -339,7 +339,7 @@ InputName=tmap_vc # End Custom Build -!ENDIF +!ENDIF # End Source File # End Group @@ -576,10 +576,6 @@ SOURCE=..\hardware\hw_drv.h # End Source File # Begin Source File -SOURCE=..\hardware\hw_glide.h -# End Source File -# Begin Source File - SOURCE=..\hardware\hw_glob.h # End Source File # Begin Source File diff --git a/src/sdl/Srb2SDL.props b/src/sdl/Srb2SDL.props index 260f81ee..75839a5b 100644 --- a/src/sdl/Srb2SDL.props +++ b/src/sdl/Srb2SDL.props @@ -5,7 +5,10 @@ - USE_WGL_SWAP;DIRECTFULLSCREEN;HAVE_SDL;HWRENDER;HW3SOUND;HAVE_FILTER;HAVE_MIXER;SDLMAIN;%(PreprocessorDefinitions) + + HAVE_ZLIB;HAVE_LIBGME;USE_WGL_SWAP;DIRECTFULLSCREEN;HAVE_SDL;HWRENDER;HW3SOUND;HAVE_FILTER;HAVE_MIXER;SDLMAIN;%(PreprocessorDefinitions) + + USE_WGL_SWAP;DIRECTFULLSCREEN;HAVE_SDL;HWRENDER;HW3SOUND;HAVE_FILTER;HAVE_MIXER;SDLMAIN;%(PreprocessorDefinitions) diff --git a/src/sdl/hwsym_sdl.c b/src/sdl/hwsym_sdl.c index 4e083b4c..09910baf 100644 --- a/src/sdl/hwsym_sdl.c +++ b/src/sdl/hwsym_sdl.c @@ -75,7 +75,8 @@ void *hwSym(const char *funcName,void *handle) void *funcPointer = NULL; #ifdef HWRENDER if (0 == strcmp("SetPalette", funcName)) - funcPointer = &OglSdlSetPalette; + funcPointer = &OglSdlSetPalette; + GETFUNC(Init); GETFUNC(Draw2DLine); GETFUNC(DrawPolygon); @@ -90,7 +91,6 @@ void *hwSym(const char *funcName,void *handle) GETFUNC(DrawModel); GETFUNC(CreateModelVBOs); GETFUNC(SetTransform); - GETFUNC(GetRenderVersion); GETFUNC(PostImgRedraw); GETFUNC(FlushScreenTextures); GETFUNC(StartScreenWipe); @@ -100,6 +100,15 @@ void *hwSym(const char *funcName,void *handle) GETFUNC(MakeScreenTexture); GETFUNC(MakeScreenFinalTexture); GETFUNC(DrawScreenFinalTexture); + + GETFUNC(LoadShaders); + GETFUNC(KillShaders); + GETFUNC(SetShader); + GETFUNC(UnSetShader); + + GETFUNC(LoadCustomShader); + GETFUNC(InitCustomShaders); + #else //HWRENDER if (0 == strcmp("FinishUpdate", funcName)) return funcPointer; //&FinishUpdate; diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index 42e0a917..2ff7a83c 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -351,11 +351,6 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code) case SDL_SCANCODE_RGUI: return KEY_RIGHTWIN; default: break; } -#ifdef HWRENDER - DBG_Printf("Unknown incoming scancode: %d, represented %c\n", - code, - SDL_GetKeyName(SDL_GetKeyFromScancode(code))); -#endif return 0; } @@ -635,11 +630,6 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt) if (cv_usemouse.value) I_StartupMouse(); } //else firsttimeonmouse = SDL_FALSE; - - capslock = !!( SDL_GetModState() & KMOD_CAPS );// in case CL changes - - if (USE_MOUSEINPUT) - SDLdoGrabMouse(); } else if (!mousefocus && !kbfocus) { @@ -1296,6 +1286,8 @@ void I_StartupMouse(void) // void I_OsPolling(void) { + SDL_Keymod mod; + if (consolevent) I_GetConsoleEvents(); if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK) @@ -1310,6 +1302,18 @@ void I_OsPolling(void) I_GetMouseEvents(); I_GetEvent(); + + mod = SDL_GetModState(); + /* Handle here so that our state is always synched with the system. */ + shiftdown = ctrldown = altdown = 0; + capslock = false; + if (mod & KMOD_LSHIFT) shiftdown |= 1; + if (mod & KMOD_RSHIFT) shiftdown |= 2; + if (mod & KMOD_LCTRL) ctrldown |= 1; + if (mod & KMOD_RCTRL) ctrldown |= 2; + if (mod & KMOD_LALT) altdown |= 1; + if (mod & KMOD_RALT) altdown |= 2; + if (mod & KMOD_CAPS) capslock = true; } // @@ -1828,9 +1832,11 @@ void I_StartupGraphics(void) framebuffer = SDL_TRUE; } if (M_CheckParm("-software")) - { rendermode = render_soft; - } +#ifdef HWRENDER + else if (M_CheckParm("-opengl")) + rendermode = render_opengl; +#endif usesdl2soft = M_CheckParm("-softblit"); borderlesswindow = M_CheckParm("-borderless"); @@ -1838,9 +1844,8 @@ void I_StartupGraphics(void) //SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2); VID_Command_ModeList_f(); #ifdef HWRENDER - if (M_CheckParm("-opengl") || rendermode == render_opengl) + if (rendermode == render_opengl) { - rendermode = render_opengl; HWD.pfnInit = hwSym("Init",NULL); HWD.pfnFinishUpdate = NULL; HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL); @@ -1857,7 +1862,6 @@ void I_StartupGraphics(void) HWD.pfnDrawModel = hwSym("DrawModel",NULL); HWD.pfnCreateModelVBOs = hwSym("CreateModelVBOs",NULL); HWD.pfnSetTransform = hwSym("SetTransform",NULL); - HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL); HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL); HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL); HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL); @@ -1867,13 +1871,17 @@ void I_StartupGraphics(void) HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL); HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL); HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL); - // check gl renderer lib - if (HWD.pfnGetRenderVersion() != VERSION) - I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2Kart properly.\n")); - if (!HWD.pfnInit(I_Error)) // let load the OpenGL library - { + + HWD.pfnLoadShaders = hwSym("LoadShaders",NULL); + HWD.pfnKillShaders = hwSym("KillShaders",NULL); + HWD.pfnSetShader = hwSym("SetShader",NULL); + HWD.pfnUnSetShader = hwSym("UnSetShader",NULL); + + HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL); + HWD.pfnInitCustomShaders = hwSym("InitCustomShaders",NULL); + + if (!HWD.pfnInit()) // load the OpenGL library rendermode = render_soft; - } } #endif diff --git a/src/sdl/macosx/Srb2mac.pbproj/project.pbxproj b/src/sdl/macosx/Srb2mac.pbproj/project.pbxproj index de12201f..ee0bf469 100644 --- a/src/sdl/macosx/Srb2mac.pbproj/project.pbxproj +++ b/src/sdl/macosx/Srb2mac.pbproj/project.pbxproj @@ -1064,13 +1064,6 @@ path = ../../hardware/hw_drv.h; refType = 2; }; - 8417773B085A106C000C01D8 = { - fileEncoding = 30; - isa = PBXFileReference; - name = hw_glide.h; - path = ../../hardware/hw_glide.h; - refType = 2; - }; 8417773C085A106C000C01D8 = { fileEncoding = 30; isa = PBXFileReference; diff --git a/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj b/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj index a8ecbf7f..00930bfb 100644 --- a/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj +++ b/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj @@ -181,7 +181,6 @@ 1E44AE640B67CC2B00BAD059 /* hw_cache.c */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = hw_cache.c; path = ../../hardware/hw_cache.c; sourceTree = SOURCE_ROOT; }; 1E44AE650B67CC2B00BAD059 /* hw_dll.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_dll.h; path = ../../hardware/hw_dll.h; sourceTree = SOURCE_ROOT; }; 1E44AE660B67CC2B00BAD059 /* hw_drv.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_drv.h; path = ../../hardware/hw_drv.h; sourceTree = SOURCE_ROOT; }; - 1E44AE670B67CC2B00BAD059 /* hw_glide.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_glide.h; path = ../../hardware/hw_glide.h; sourceTree = SOURCE_ROOT; }; 1E44AE680B67CC2B00BAD059 /* hw_light.c */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = hw_light.c; path = ../../hardware/hw_light.c; sourceTree = SOURCE_ROOT; }; 1E44AE690B67CC2B00BAD059 /* hw_light.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_light.h; path = ../../hardware/hw_light.h; sourceTree = SOURCE_ROOT; }; 1E44AE6A0B67CC2B00BAD059 /* hw3sound.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw3sound.h; path = ../../hardware/hw3sound.h; sourceTree = SOURCE_ROOT; }; @@ -535,7 +534,6 @@ 1E44AE640B67CC2B00BAD059 /* hw_cache.c */, 1E44AE650B67CC2B00BAD059 /* hw_dll.h */, 1E44AE660B67CC2B00BAD059 /* hw_drv.h */, - 1E44AE670B67CC2B00BAD059 /* hw_glide.h */, 1E44AE680B67CC2B00BAD059 /* hw_light.c */, 1E44AE690B67CC2B00BAD059 /* hw_light.h */, 1E44AE6A0B67CC2B00BAD059 /* hw3sound.h */, @@ -1219,7 +1217,7 @@ C01FCF4B08A954540054247B /* Debug */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.23; + CURRENT_PROJECT_VERSION = 2.1.24; GCC_PREPROCESSOR_DEFINITIONS = ( "$(inherited)", NORMALSRB2, @@ -1231,7 +1229,7 @@ C01FCF4C08A954540054247B /* Release */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.23; + CURRENT_PROJECT_VERSION = 2.1.24; GCC_ENABLE_FIX_AND_CONTINUE = NO; GCC_GENERATE_DEBUGGING_SYMBOLS = NO; GCC_PREPROCESSOR_DEFINITIONS = ( diff --git a/src/sdl/ogl_sdl.c b/src/sdl/ogl_sdl.c index 4347b35b..b006047f 100644 --- a/src/sdl/ogl_sdl.c +++ b/src/sdl/ogl_sdl.c @@ -36,6 +36,7 @@ #ifdef HWRENDER #include "../hardware/r_opengl/r_opengl.h" +#include "../hardware/hw_main.h" #include "ogl_sdl.h" #include "../i_system.h" #include "hwsym_sdl.h" @@ -89,15 +90,15 @@ boolean LoadGL(void) const char *OGLLibname = NULL; const char *GLULibname = NULL; - if (M_CheckParm ("-OGLlib") && M_IsNextParm()) + if (M_CheckParm("-OGLlib") && M_IsNextParm()) OGLLibname = M_GetNextParm(); if (SDL_GL_LoadLibrary(OGLLibname) != 0) { - I_OutputMsg("Could not load OpenGL Library: %s\n" + CONS_Alert(CONS_ERROR, "Could not load OpenGL Library: %s\n" "Falling back to Software mode.\n", SDL_GetError()); - if (!M_CheckParm ("-OGLlib")) - I_OutputMsg("If you know what is the OpenGL library's name, use -OGLlib\n"); + if (!M_CheckParm("-OGLlib")) + CONS_Printf("If you know what is the OpenGL library's name, use -OGLlib\n"); return 0; } @@ -117,7 +118,7 @@ boolean LoadGL(void) GLULibname = NULL; #endif - if (M_CheckParm ("-GLUlib") && M_IsNextParm()) + if (M_CheckParm("-GLUlib") && M_IsNextParm()) GLULibname = M_GetNextParm(); if (GLULibname) @@ -127,15 +128,15 @@ boolean LoadGL(void) return SetupGLfunc(); else { - I_OutputMsg("Could not load GLU Library: %s\n", GLULibname); - if (!M_CheckParm ("-GLUlib")) - I_OutputMsg("If you know what is the GLU library's name, use -GLUlib\n"); + CONS_Alert(CONS_ERROR, "Could not load GLU Library: %s\n", GLULibname); + if (!M_CheckParm("-GLUlib")) + CONS_Printf("If you know what is the GLU library's name, use -GLUlib\n"); } } else { - I_OutputMsg("Could not load GLU Library\n"); - I_OutputMsg("If you know what is the GLU library's name, use -GLUlib\n"); + CONS_Alert(CONS_ERROR, "Could not load GLU Library\n"); + CONS_Printf("If you know what is the GLU library's name, use -GLUlib\n"); } #endif return SetupGLfunc(); @@ -151,31 +152,29 @@ boolean LoadGL(void) */ boolean OglSdlSurface(INT32 w, INT32 h) { - INT32 cbpp; - const GLvoid *glvendor = NULL, *glrenderer = NULL, *glversion = NULL; + INT32 cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; + static boolean first_init = false; - cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; - - glvendor = pglGetString(GL_VENDOR); - // Get info and extensions. - //BP: why don't we make it earlier ? - //Hurdler: we cannot do that before intialising gl context - glrenderer = pglGetString(GL_RENDERER); - glversion = pglGetString(GL_VERSION); - gl_extensions = pglGetString(GL_EXTENSIONS); - - DBG_Printf("Vendor : %s\n", glvendor); - DBG_Printf("Renderer : %s\n", glrenderer); - DBG_Printf("Version : %s\n", glversion); - DBG_Printf("Extensions : %s\n", gl_extensions); oglflags = 0; + if (!first_init) + { + gl_version = pglGetString(GL_VERSION); + gl_renderer = pglGetString(GL_RENDERER); + gl_extensions = pglGetString(GL_EXTENSIONS); + + GL_DBG_Printf("OpenGL %s\n", gl_version); + GL_DBG_Printf("GPU: %s\n", gl_renderer); + GL_DBG_Printf("Extensions: %s\n", gl_extensions); + } + first_init = true; + if (isExtAvailable("GL_EXT_texture_filter_anisotropic", gl_extensions)) pglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnisotropy); else maximumAnisotropy = 1; - SetupGLFunc13(); + SetupGLFunc4(); granisotropicmode_cons_t[1].value = maximumAnisotropy; @@ -221,7 +220,7 @@ void OglSdlFinishUpdate(boolean waitvbl) HWR_DrawScreenFinalTexture(realwidth, realheight); } -EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma) +EXPORT void HWRAPI(OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma) { INT32 i = -1; UINT32 redgamma = pgamma->s.red, greengamma = pgamma->s.green, diff --git a/src/sdl12/Srb2SDL-vc10.vcxproj b/src/sdl12/Srb2SDL-vc10.vcxproj index 0ac7e9e5..d7f13751 100644 --- a/src/sdl12/Srb2SDL-vc10.vcxproj +++ b/src/sdl12/Srb2SDL-vc10.vcxproj @@ -1375,7 +1375,6 @@ - diff --git a/src/sdl12/Srb2SDL-vc9.vcproj b/src/sdl12/Srb2SDL-vc9.vcproj index fa386e38..9d807be2 100644 --- a/src/sdl12/Srb2SDL-vc9.vcproj +++ b/src/sdl12/Srb2SDL-vc9.vcproj @@ -2410,10 +2410,6 @@ RelativePath="..\hardware\hw_drv.h" > - - diff --git a/src/sdl12/Srb2SDL.dsp b/src/sdl12/Srb2SDL.dsp index 879113ca..ce35e2e2 100644 --- a/src/sdl12/Srb2SDL.dsp +++ b/src/sdl12/Srb2SDL.dsp @@ -7,19 +7,19 @@ CFG=Srb2SDL - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2SDL.mak". -!MESSAGE +!MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2SDL.mak" CFG="Srb2SDL - Win32 Debug" -!MESSAGE +!MESSAGE !MESSAGE Possible choices for configuration are: -!MESSAGE +!MESSAGE !MESSAGE "Srb2SDL - Win32 Release" (based on "Win32 (x86) Console Application") !MESSAGE "Srb2SDL - Win32 Debug" (based on "Win32 (x86) Console Application") -!MESSAGE +!MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 @@ -85,7 +85,7 @@ LINK32=link.exe # ADD LINK32 SDL.lib SDL_mixer.lib user32.lib advapi32.lib ws2_32.lib /nologo /subsystem:console /pdb:"C:\srb2demo2\srb2sdldebug.pdb" /debug /machine:I386 /out:"C:\srb2demo2\srb2sdldebug.exe" /pdbtype:sept # SUBTRACT LINK32 /pdb:none -!ENDIF +!ENDIF # Begin Target @@ -213,7 +213,7 @@ SOURCE=.\SDL_main\SDL_win32_main.c # PROP Exclude_From_Build 1 -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -274,7 +274,7 @@ InputName=tmap # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -308,7 +308,7 @@ InputName=tmap_mmx # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -339,7 +339,7 @@ InputName=tmap_vc # End Custom Build -!ENDIF +!ENDIF # End Source File # End Group @@ -576,10 +576,6 @@ SOURCE=..\hardware\hw_drv.h # End Source File # Begin Source File -SOURCE=..\hardware\hw_glide.h -# End Source File -# Begin Source File - SOURCE=..\hardware\hw_glob.h # End Source File # Begin Source File diff --git a/src/sdl12/hwsym_sdl.c b/src/sdl12/hwsym_sdl.c index 49340138..b6f6313f 100644 --- a/src/sdl12/hwsym_sdl.c +++ b/src/sdl12/hwsym_sdl.c @@ -49,14 +49,6 @@ #define _CREATE_DLL_ // necessary for Unix AND Windows -#ifdef HWRENDER -#include "../hardware/hw_drv.h" -#include "ogl_sdl.h" -#ifdef STATIC_OPENGL -#include "../hardware/r_opengl/r_opengl.h" -#endif -#endif - #ifdef HW3SOUND #include "../hardware/hw3dsdrv.h" #endif @@ -79,39 +71,8 @@ void *hwSym(const char *funcName,void *handle) { void *funcPointer = NULL; -#ifdef HWRENDER - if (0 == strcmp("SetPalette", funcName)) - funcPointer = &OglSdlSetPalette; - GETFUNC(Init); - GETFUNC(Draw2DLine); - GETFUNC(DrawPolygon); - GETFUNC(SetBlend); - GETFUNC(ClearBuffer); - GETFUNC(SetTexture); - GETFUNC(ReadRect); - GETFUNC(GClipRect); - GETFUNC(ClearMipMapCache); - GETFUNC(SetSpecialState); - GETFUNC(GetTextureUsed); - GETFUNC(DrawMD2); - GETFUNC(DrawMD2i); - GETFUNC(SetTransform); - GETFUNC(GetRenderVersion); -#ifdef SHUFFLE - GETFUNC(PostImgRedraw); -#endif //SHUFFLE - GETFUNC(FlushScreenTextures); - GETFUNC(StartScreenWipe); - GETFUNC(EndScreenWipe); - GETFUNC(DoScreenWipe); - GETFUNC(DrawIntermissionBG); - GETFUNC(MakeScreenTexture); - GETFUNC(MakeScreenFinalTexture); - GETFUNC(DrawScreenFinalTexture); -#else //HWRENDER if (0 == strcmp("FinishUpdate", funcName)) return funcPointer; //&FinishUpdate; -#endif //!HWRENDER #ifdef STATIC3DS GETFUNC(Startup); GETFUNC(AddSfx); diff --git a/src/sdl12/i_video.c b/src/sdl12/i_video.c index a2a20c61..45ce67cf 100644 --- a/src/sdl12/i_video.c +++ b/src/sdl12/i_video.c @@ -104,13 +104,6 @@ #include "../console.h" #include "../command.h" #include "sdlmain.h" -#ifdef HWRENDER -#include "../hardware/hw_main.h" -#include "../hardware/hw_drv.h" -// For dynamic referencing of HW rendering functions -#include "hwsym_sdl.h" -#include "ogl_sdl.h" -#endif #ifdef REMOTE_DEBUGGING #ifdef _WII @@ -169,9 +162,7 @@ static SDL_bool disable_mouse = SDL_FALSE; static INT32 firstEntry = 0; // SDL vars -#ifndef HWRENDER //[segabor] !!! I had problem compiling this source with gcc 3.3 static SDL_Surface *vidSurface = NULL; -#endif static SDL_Surface *bufSurface = NULL; static SDL_Surface *icoSurface = NULL; static SDL_Color localPalette[256]; @@ -664,11 +655,7 @@ static void VID_Command_ModeList_f(void) { #if !defined (DC) && !defined (_WIN32_WCE) && !defined (_PSP) && !defined(GP2X) INT32 i; -#ifdef HWRENDER - if (rendermode == render_opengl) - modeList = SDL_ListModes(NULL, SDL_OPENGL|SDL_FULLSCREEN); - else -#endif + modeList = SDL_ListModes(NULL, surfaceFlagsF|SDL_HWSURFACE); //Alam: At least hardware surface if (modeList == (SDL_Rect **)0 && cv_fullscreen.value) @@ -1277,11 +1264,7 @@ void I_UpdateNoBlit(void) { if (!vidSurface) return; -#ifdef HWRENDER - if (rendermode != render_soft) - OglSdlFinishUpdate(cv_vidwait.value); - else -#endif + if (vidSurface->flags&SDL_DOUBLEBUF) SDL_Flip(vidSurface); else if (exposevideo) @@ -1494,12 +1477,6 @@ void I_FinishUpdate(void) else I_OutputMsg("%s\n",SDL_GetError()); } -#ifdef HWRENDER - else - { - OglSdlFinishUpdate(cv_vidwait.value); - } -#endif exposevideo = SDL_FALSE; } @@ -1646,11 +1623,6 @@ void VID_PrepareModeList(void) firstEntry = 0; -#ifdef HWRENDER - if (rendermode == render_opengl) - modeList = SDL_ListModes(NULL, SDL_OPENGL|SDL_FULLSCREEN); - else -#endif modeList = SDL_ListModes(NULL, surfaceFlagsF|SDL_HWSURFACE); //Alam: At least hardware surface if (disable_fullscreen?0:cv_fullscreen.value) // only fullscreen needs preparation @@ -1786,23 +1758,6 @@ INT32 VID_SetMode(INT32 modeNum) I_Error("Could not set vidmode: %s\n",SDL_GetError()); } } -#ifdef HWRENDER - else // (render_soft != rendermode) - { - if (!OglSdlSurface(vid.width, vid.height, true)) - { - cv_fullscreen.value = 0; - modeNum = VID_GetModeForSize(vid.width,vid.height); - vid.width = windowedModes[modeNum][0]; - vid.height = windowedModes[modeNum][1]; - if (!OglSdlSurface(vid.width, vid.height,false)) - I_Error("Could not set vidmode: %s\n",SDL_GetError()); - } - - realwidth = (Uint16)vid.width; - realheight = (Uint16)vid.height; - } -#endif } else //(cv_fullscreen.value) { @@ -1815,15 +1770,6 @@ INT32 VID_SetMode(INT32 modeNum) if (!vidSurface) I_Error("Could not set vidmode: %s\n",SDL_GetError()); } -#ifdef HWRENDER - else //(render_soft != rendermode) - { - if (!OglSdlSurface(vid.width, vid.height, false)) - I_Error("Could not set vidmode: %s\n",SDL_GetError()); - realwidth = (Uint16)vid.width; - realheight = (Uint16)vid.height; - } -#endif } vid.modenum = VID_GetModeForSize(vidSurface->w,vidSurface->h); @@ -1950,92 +1896,31 @@ void I_StartupGraphics(void) //DisableAero(); //also disable Aero on Vista #endif -#ifdef HWRENDER - if (M_CheckParm("-opengl") || rendermode == render_opengl) - { - rendermode = render_opengl; - HWD.pfnInit = hwSym("Init",NULL); - HWD.pfnFinishUpdate = NULL; - HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL); - HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL); - HWD.pfnSetBlend = hwSym("SetBlend",NULL); - HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL); - HWD.pfnSetTexture = hwSym("SetTexture",NULL); - HWD.pfnReadRect = hwSym("ReadRect",NULL); - HWD.pfnGClipRect = hwSym("GClipRect",NULL); - HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL); - HWD.pfnSetSpecialState = hwSym("SetSpecialState",NULL); - HWD.pfnSetPalette = hwSym("SetPalette",NULL); - HWD.pfnGetTextureUsed = hwSym("GetTextureUsed",NULL); - HWD.pfnDrawMD2 = hwSym("DrawMD2",NULL); - HWD.pfnDrawMD2i = hwSym("DrawMD2i",NULL); - HWD.pfnSetTransform = hwSym("SetTransform",NULL); - HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL); -#ifdef SHUFFLE - HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL); -#endif - HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL); - HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL); - HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL); - HWD.pfnDoScreenWipe = hwSym("DoScreenWipe",NULL); - HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL); - HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL); - // check gl renderer lib - if (HWD.pfnGetRenderVersion() != VERSION) - I_Error("%s", M_GetText("The version of the renderer doesn't match the version of the executable\nBe sure you have installed SRB2 properly.\n")); -#if 1 //#ifdef _WIN32_WCE - vid.width = BASEVIDWIDTH; - vid.height = BASEVIDHEIGHT; -#else - vid.width = 640; // hack to make voodoo cards work in 640x480 - vid.height = 480; -#endif - if (HWD.pfnInit(I_Error)) // let load the OpenGL library - { - /* - * We want at least 1 bit R, G, and B, - * and at least 16 bpp. Why 1 bit? May be more? - */ - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 1); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 1); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 1); - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - if (!OglSdlSurface(vid.width, vid.height, (USE_FULLSCREEN))) - if (!OglSdlSurface(vid.width, vid.height, !(USE_FULLSCREEN))) - rendermode = render_soft; - } - else - rendermode = render_soft; - } -#else rendermode = render_soft; //force software mode when there no HWRENDER code -#endif - if (render_soft == rendermode) - { #if defined(_WII) - vid.width = 640; - vid.height = 480; + vid.width = 640; + vid.height = 480; #elif defined(_PS3) - vid.width = 720; - vid.height = 480; + vid.width = 720; + vid.height = 480; #else - vid.width = BASEVIDWIDTH; - vid.height = BASEVIDHEIGHT; + vid.width = BASEVIDWIDTH; + vid.height = BASEVIDHEIGHT; #endif - SDLSetMode(vid.width, vid.height, BitsPerPixel, surfaceFlagsW); - if (!vidSurface) - { - CONS_Printf(M_GetText("Could not set vidmode: %s\n") ,SDL_GetError()); - vid.rowbytes = 0; - graphics_started = true; - return; - } - vid.rowbytes = vid.width * vid.bpp; - vid.direct = SDLGetDirect(); - vid.buffer = malloc(vid.rowbytes*vid.height*NUMSCREENS); - if (vid.buffer) memset(vid.buffer,0x00,vid.rowbytes*vid.height*NUMSCREENS); - else CONS_Printf("%s", M_GetText("Not enough memory for video buffer\n")); + SDLSetMode(vid.width, vid.height, BitsPerPixel, surfaceFlagsW); + if (!vidSurface) + { + CONS_Printf(M_GetText("Could not set vidmode: %s\n") ,SDL_GetError()); + vid.rowbytes = 0; + graphics_started = true; + return; } + vid.rowbytes = vid.width * vid.bpp; + vid.direct = SDLGetDirect(); + vid.buffer = malloc(vid.rowbytes*vid.height*NUMSCREENS); + if (vid.buffer) memset(vid.buffer,0x00,vid.rowbytes*vid.height*NUMSCREENS); + else CONS_Printf("%s", M_GetText("Not enough memory for video buffer\n")); + if (M_CheckParm("-nomousegrab")) mousegrabok = SDL_FALSE; #ifdef _DEBUG @@ -2091,10 +1976,6 @@ void I_ShutdownGraphics(void) #endif graphics_started = false; CONS_Printf("%s", M_GetText("shut down\n")); -#ifdef HWRENDER - if (GLUhandle) - hwClose(GLUhandle); -#endif #ifndef _arch_dreamcast SDL_QuitSubSystem(SDL_INIT_VIDEO); #endif diff --git a/src/sdl12/macosx/Srb2mac.pbproj/project.pbxproj b/src/sdl12/macosx/Srb2mac.pbproj/project.pbxproj index 1f8e3276..1fe2ea2d 100644 --- a/src/sdl12/macosx/Srb2mac.pbproj/project.pbxproj +++ b/src/sdl12/macosx/Srb2mac.pbproj/project.pbxproj @@ -1064,13 +1064,6 @@ path = ../../hardware/hw_drv.h; refType = 2; }; - 8417773B085A106C000C01D8 = { - fileEncoding = 30; - isa = PBXFileReference; - name = hw_glide.h; - path = ../../hardware/hw_glide.h; - refType = 2; - }; 8417773C085A106C000C01D8 = { fileEncoding = 30; isa = PBXFileReference; diff --git a/src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj b/src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj index 69c544c5..9b9d33b7 100644 --- a/src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj +++ b/src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj @@ -181,7 +181,6 @@ 1E44AE640B67CC2B00BAD059 /* hw_cache.c */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = hw_cache.c; path = ../../hardware/hw_cache.c; sourceTree = SOURCE_ROOT; }; 1E44AE650B67CC2B00BAD059 /* hw_dll.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_dll.h; path = ../../hardware/hw_dll.h; sourceTree = SOURCE_ROOT; }; 1E44AE660B67CC2B00BAD059 /* hw_drv.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_drv.h; path = ../../hardware/hw_drv.h; sourceTree = SOURCE_ROOT; }; - 1E44AE670B67CC2B00BAD059 /* hw_glide.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_glide.h; path = ../../hardware/hw_glide.h; sourceTree = SOURCE_ROOT; }; 1E44AE680B67CC2B00BAD059 /* hw_light.c */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = hw_light.c; path = ../../hardware/hw_light.c; sourceTree = SOURCE_ROOT; }; 1E44AE690B67CC2B00BAD059 /* hw_light.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw_light.h; path = ../../hardware/hw_light.h; sourceTree = SOURCE_ROOT; }; 1E44AE6A0B67CC2B00BAD059 /* hw3sound.h */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = hw3sound.h; path = ../../hardware/hw3sound.h; sourceTree = SOURCE_ROOT; }; @@ -535,7 +534,6 @@ 1E44AE640B67CC2B00BAD059 /* hw_cache.c */, 1E44AE650B67CC2B00BAD059 /* hw_dll.h */, 1E44AE660B67CC2B00BAD059 /* hw_drv.h */, - 1E44AE670B67CC2B00BAD059 /* hw_glide.h */, 1E44AE680B67CC2B00BAD059 /* hw_light.c */, 1E44AE690B67CC2B00BAD059 /* hw_light.h */, 1E44AE6A0B67CC2B00BAD059 /* hw3sound.h */, @@ -1219,7 +1217,7 @@ C01FCF4B08A954540054247B /* Debug */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.23; + CURRENT_PROJECT_VERSION = 2.1.24; GCC_PREPROCESSOR_DEFINITIONS = ( "$(inherited)", NORMALSRB2, @@ -1231,7 +1229,7 @@ C01FCF4C08A954540054247B /* Release */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.23; + CURRENT_PROJECT_VERSION = 2.1.24; GCC_ENABLE_FIX_AND_CONTINUE = NO; GCC_GENERATE_DEBUGGING_SYMBOLS = NO; GCC_PREPROCESSOR_DEFINITIONS = ( diff --git a/src/sdl12/ogl_sdl.c b/src/sdl12/ogl_sdl.c deleted file mode 100644 index eb7e9996..00000000 --- a/src/sdl12/ogl_sdl.c +++ /dev/null @@ -1,317 +0,0 @@ -// Emacs style mode select -*- C++ -*- -//----------------------------------------------------------------------------- -// -// Copyright (C) 1998-2000 by DooM Legacy Team. -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -//----------------------------------------------------------------------------- -/// \file -/// \brief SDL specific part of the OpenGL API for SRB2 - -#ifdef _MSC_VER -#pragma warning(disable : 4214 4244) -#endif - -#ifdef HAVE_SDL - -#include "SDL.h" - -#ifdef _MSC_VER -#pragma warning(default : 4214 4244) -#endif - -#include "../doomdef.h" - -#ifdef HWRENDER -#include "../hardware/r_opengl/r_opengl.h" -#include "ogl_sdl.h" -#include "../i_system.h" -#include "hwsym_sdl.h" -#include "../m_argv.h" - -#ifdef DEBUG_TO_FILE -#include -#if defined (_WIN32) && !defined (__CYGWIN__) -#include -#else -#include -#endif -#include -#include -#endif - -#ifdef USE_WGL_SWAP -PFNWGLEXTSWAPCONTROLPROC wglSwapIntervalEXT = NULL; -#else -typedef int (*PFNGLXSWAPINTERVALPROC) (int); -PFNGLXSWAPINTERVALPROC glXSwapIntervalSGIEXT = NULL; -#endif - -#ifndef STATIC_OPENGL -PFNglClear pglClear; -PFNglGetIntegerv pglGetIntegerv; -PFNglGetString pglGetString; -#endif - -#ifdef _PSP -static const Uint32 WOGLFlags = SDL_HWSURFACE|SDL_OPENGL/*|SDL_RESIZABLE*/; -static const Uint32 FOGLFlags = SDL_HWSURFACE|SDL_OPENGL|SDL_FULLSCREEN; -#else -static const Uint32 WOGLFlags = SDL_OPENGL/*|SDL_RESIZABLE*/; -static const Uint32 FOGLFlags = SDL_OPENGL|SDL_FULLSCREEN; -#endif - -/** \brief SDL video display surface -*/ -SDL_Surface *vidSurface = NULL; -INT32 oglflags = 0; -void *GLUhandle = NULL; - -#ifndef STATIC_OPENGL -void *GetGLFunc(const char *proc) -{ - if (strncmp(proc, "glu", 3) == 0) - { - if (GLUhandle) - return hwSym(proc, GLUhandle); - else - return NULL; - } - return SDL_GL_GetProcAddress(proc); -} -#endif - -boolean LoadGL(void) -{ -#ifndef STATIC_OPENGL - const char *OGLLibname = NULL; - const char *GLULibname = NULL; - - if (M_CheckParm ("-OGLlib") && M_IsNextParm()) - OGLLibname = M_GetNextParm(); - - if (SDL_GL_LoadLibrary(OGLLibname) != 0) - { - I_OutputMsg("Could not load OpenGL Library: %s\n" - "Falling back to Software mode.\n", SDL_GetError()); - if (!M_CheckParm ("-OGLlib")) - I_OutputMsg("If you know what is the OpenGL library's name, use -OGLlib\n"); - return 0; - } - -#if 0 - GLULibname = "/proc/self/exe"; -#elif defined (_WIN32) - GLULibname = "GLU32.DLL"; -#elif defined (__MACH__) - GLULibname = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGLU.dylib"; -#elif defined (macintos) - GLULibname = "OpenGLLibrary"; -#elif defined (__unix__) - GLULibname = "libGLU.so.1"; -#elif defined (__HAIKU__) - GLULibname = "libGLU.so"; -#else - GLULibname = NULL; -#endif - - if (M_CheckParm ("-GLUlib") && M_IsNextParm()) - GLULibname = M_GetNextParm(); - - if (GLULibname) - { - GLUhandle = hwOpen(GLULibname); - if (GLUhandle) - return SetupGLfunc(); - else - { - I_OutputMsg("Could not load GLU Library: %s\n", GLULibname); - if (!M_CheckParm ("-GLUlib")) - I_OutputMsg("If you know what is the GLU library's name, use -GLUlib\n"); - } - } - else - { - I_OutputMsg("Could not load GLU Library\n"); - I_OutputMsg("If you know what is the GLU library's name, use -GLUlib\n"); - } -#endif - return SetupGLfunc(); -} - -/** \brief The OglSdlSurface function - - \param w width - \param h height - \param isFullscreen if true, go fullscreen - - \return if true, changed video mode -*/ -boolean OglSdlSurface(INT32 w, INT32 h, boolean isFullscreen) -{ - INT32 cbpp; - Uint32 OGLFlags; - const GLvoid *glvendor = NULL, *glrenderer = NULL, *glversion = NULL; - - cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value; - - if (vidSurface) - { - //Alam: SDL_Video system free vidSurface for me -#ifdef VOODOOSAFESWITCHING - SDL_QuitSubSystem(SDL_INIT_VIDEO); - SDL_InitSubSystem(SDL_INIT_VIDEO); -#endif - } - - if (isFullscreen) - OGLFlags = FOGLFlags; - else - OGLFlags = WOGLFlags; - - cbpp = SDL_VideoModeOK(w, h, cbpp, OGLFlags); - if (cbpp < 16) - return true; //Alam: Let just say we did, ok? - - vidSurface = SDL_SetVideoMode(w, h, cbpp, OGLFlags); - if (!vidSurface) - return false; - - glvendor = pglGetString(GL_VENDOR); - // Get info and extensions. - //BP: why don't we make it earlier ? - //Hurdler: we cannot do that before intialising gl context - glrenderer = pglGetString(GL_RENDERER); - glversion = pglGetString(GL_VERSION); - gl_extensions = pglGetString(GL_EXTENSIONS); - - DBG_Printf("Vendor : %s\n", glvendor); - DBG_Printf("Renderer : %s\n", glrenderer); - DBG_Printf("Version : %s\n", glversion); - DBG_Printf("Extensions : %s\n", gl_extensions); - oglflags = 0; - -#ifdef _WIN32 - // BP: disable advenced feature that don't work on somes hardware - // Hurdler: Now works on G400 with bios 1.6 and certified drivers 6.04 - if (strstr(glrenderer, "810")) oglflags |= GLF_NOZBUFREAD; -#elif defined (unix) || defined (UNIXCOMMON) - // disable advanced features not working on somes hardware - if (strstr(glrenderer, "G200")) oglflags |= GLF_NOTEXENV; - if (strstr(glrenderer, "G400")) oglflags |= GLF_NOTEXENV; -#endif - DBG_Printf("oglflags : 0x%X\n", oglflags ); - -#ifdef USE_PALETTED_TEXTURE - if (isExtAvailable("GL_EXT_paletted_texture", gl_extensions)) - glColorTableEXT = SDL_GL_GetProcAddress("glColorTableEXT"); - else - glColorTableEXT = NULL; -#endif - -#ifdef USE_WGL_SWAP - if (isExtAvailable("WGL_EXT_swap_control", gl_extensions)) - wglSwapIntervalEXT = SDL_GL_GetProcAddress("wglSwapIntervalEXT"); - else - wglSwapIntervalEXT = NULL; -#else - if (isExtAvailable("GLX_SGI_swap_control", gl_extensions)) - glXSwapIntervalSGIEXT = SDL_GL_GetProcAddress("glXSwapIntervalSGI"); - else - glXSwapIntervalSGIEXT = NULL; -#endif - -#ifndef KOS_GL_COMPATIBILITY - if (isExtAvailable("GL_EXT_texture_filter_anisotropic", gl_extensions)) - pglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnisotropy); - else -#endif - maximumAnisotropy = 0; - - SetupGLFunc13(); - - granisotropicmode_cons_t[1].value = maximumAnisotropy; - - SetModelView(w, h); - SetStates(); - pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - - HWR_Startup(); -#ifdef KOS_GL_COMPATIBILITY - textureformatGL = GL_ARGB4444; -#else - textureformatGL = cbpp > 16 ? GL_RGBA : GL_RGB5_A1; -#endif - - return true; -} - -/** \brief The OglSdlFinishUpdate function - - \param vidwait wait for video sync - - \return void -*/ -void OglSdlFinishUpdate(boolean waitvbl) -{ - static boolean oldwaitvbl = false; - if (oldwaitvbl != waitvbl) - { -#ifdef USE_WGL_SWAP - if (wglSwapIntervalEXT) - wglSwapIntervalEXT(waitvbl); -#else - if (glXSwapIntervalSGIEXT) - glXSwapIntervalSGIEXT(waitvbl); -#endif - } - oldwaitvbl = waitvbl; - - SDL_GL_SwapBuffers(); -} - -EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma) -{ - INT32 i = -1; - UINT32 redgamma = pgamma->s.red, greengamma = pgamma->s.green, - bluegamma = pgamma->s.blue; - -#if 0 // changing the gamma to 127 is a bad idea - i = SDL_SetGamma(byteasfloat(redgamma), byteasfloat(greengamma), byteasfloat(bluegamma)); -#endif - if (i == 0) redgamma = greengamma = bluegamma = 0x7F; //Alam: cool - for (i = 0; i < 256; i++) - { - myPaletteData[i].s.red = (UINT8)MIN((palette[i].s.red * redgamma) /127, 255); - myPaletteData[i].s.green = (UINT8)MIN((palette[i].s.green * greengamma)/127, 255); - myPaletteData[i].s.blue = (UINT8)MIN((palette[i].s.blue * bluegamma) /127, 255); - myPaletteData[i].s.alpha = palette[i].s.alpha; - } -#ifdef USE_PALETTED_TEXTURE - if (glColorTableEXT) - { - for (i = 0; i < 256; i++) - { - palette_tex[(3*i)+0] = palette[i].s.red; - palette_tex[(3*i)+1] = palette[i].s.green; - palette_tex[(3*i)+2] = palette[i].s.blue; - } - glColorTableEXT(GL_TEXTURE_2D, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, palette_tex); - } -#endif - // on a chang�de palette, il faut recharger toutes les textures - // jaja, und noch viel mehr ;-) - Flush(); -} - -#endif //HWRENDER -#endif //SDL diff --git a/src/sdl12/ogl_sdl.h b/src/sdl12/ogl_sdl.h deleted file mode 100644 index 43c28fa4..00000000 --- a/src/sdl12/ogl_sdl.h +++ /dev/null @@ -1,30 +0,0 @@ -// Emacs style mode select -*- C++ -*- -//----------------------------------------------------------------------------- -// -// Copyright (C) 1998-2000 by DooM Legacy Team. -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -//----------------------------------------------------------------------------- -/// \file -/// \brief SDL specific part of the OpenGL API for SRB2 - -#include "../v_video.h" - -extern SDL_Surface *vidSurface; -extern void *GLUhandle; - -boolean OglSdlSurface(INT32 w, INT32 h, boolean isFullscreen); - -void OglSdlFinishUpdate(boolean vidwait); - -#ifdef _CREATE_DLL_ -EXPORT void HWRAPI( OglSdlSetPalette ) (RGBA_t *palette, RGBA_t *pgamma); -#endif diff --git a/src/sounds.h b/src/sounds.h index bb46ea9d..dfd0bbdc 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -54,7 +54,7 @@ typedef enum } skinsound_t; // free sfx for S_AddSoundFx() -#define NUMSFXFREESLOTS 800 // Matches SOC Editor. +#define NUMSFXFREESLOTS 1600 // Matches SOC Editor. #define NUMSKINSFXSLOTS (MAXSKINS*NUMSKINSOUNDS) // diff --git a/src/st_stuff.c b/src/st_stuff.c index 50bac3ee..aafc5255 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -203,7 +203,7 @@ void ST_Ticker(void) } // 0 is default, any others are special palettes. -static INT32 st_palette = 0; +INT32 st_palette = 0; void ST_doPaletteStuff(void) { @@ -614,9 +614,7 @@ static void ST_drawDebugInfo(void) } if (cv_debug & DBG_MEMORY) - { V_DrawRightAlignedString(320, height, V_MONOSPACE, va("Heap used: %7sKB", sizeu1(Z_TagsUsage(0, INT32_MAX)>>10))); - } } /* @@ -2039,8 +2037,6 @@ static void ST_overlayDrawer(void) break; } } - - ST_drawDebugInfo(); } void ST_DrawDemoTitleEntry(void) @@ -2142,4 +2138,5 @@ void ST_Drawer(void) else V_DrawFadeScreen(120, 15-timeinmap); // Then gradually fade out from there } + ST_drawDebugInfo(); } diff --git a/src/st_stuff.h b/src/st_stuff.h index 16f7b881..5ed5dd1c 100644 --- a/src/st_stuff.h +++ b/src/st_stuff.h @@ -61,6 +61,7 @@ boolean ST_SameTeam(player_t *a, player_t *b); //-------------------- extern boolean st_overlay; // sb overlay on or off when fullscreen +extern INT32 st_palette; // 0 is default, any others are special palettes. extern lumpnum_t st_borderpatchnum; // patches, also used in intermission diff --git a/src/v_video.c b/src/v_video.c index 9233eda4..0bf061f1 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -27,7 +27,7 @@ #include "doomstat.h" #ifdef HWRENDER -#include "hardware/hw_glob.h" +#include "hardware/hw_main.h" #endif // Each screen is [vid.width*vid.height]; @@ -58,30 +58,28 @@ 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 grsoftwarefog_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "LightPlanes"}, {0, NULL}}; +static CV_PossibleValue_t grfogdensity_cons_t[] = {{FRACUNIT/2, "MIN"}, {FRACUNIT*2, "MAX"}, {0, NULL}}; -consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 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_grfogcolor = {"gr_fogcolor", "AAAAAA", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grsoftwarefog = {"gr_softwarefog", "Off", CV_SAVE, grsoftwarefog_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grsoftwarefog = {"gr_softwarefog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grfogdensity = {"gr_fogdensity", "1", 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}; consvar_t cv_grgammagreen = {"gr_gammagreen", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grgammablue = {"gr_gammablue", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; -#ifdef ALAM_LIGHTING -consvar_t cv_grdynamiclighting = {"gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grstaticlighting = {"gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grcoronas = {"gr_coronas", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT, 0, NULL, 0, NULL, NULL, 0, 0, NULL}; -#endif //static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}}; // console variables in development consvar_t cv_grmdls = {"gr_mdls", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grfallbackplayermodel = {"gr_fallbackplayermodel", "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_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif const UINT8 gammatable[5][256] = @@ -350,7 +348,7 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Why? - if (rendermode != render_soft) + if (rendermode == render_opengl) { HWR_DrawFixedPatch((GLPatch_t *)patch, x, y, pscale, scrn, colormap); return; @@ -572,8 +570,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_ return; #ifdef HWRENDER - // Done - if (rendermode != render_soft && !con_startup) + if (rendermode == render_opengl) { HWR_DrawCroppedPatch((GLPatch_t*)patch,x,y,pscale,scrn,sx,sy,w,h); return; @@ -719,61 +716,6 @@ void V_DrawBlock(INT32 x, INT32 y, INT32 scrn, INT32 width, INT32 height, const } } -static void V_BlitScaledPic(INT32 px1, INT32 py1, INT32 scrn, pic_t *pic); -// Draw a linear pic, scaled, TOTALLY CRAP CODE!!! OPTIMISE AND ASM!! -// -void V_DrawScaledPic(INT32 rx1, INT32 ry1, INT32 scrn, INT32 lumpnum) -{ -#ifdef HWRENDER - if (rendermode != render_soft) - { - HWR_DrawPic(rx1, ry1, lumpnum); - return; - } -#endif - - V_BlitScaledPic(rx1, ry1, scrn, W_CacheLumpNum(lumpnum, PU_CACHE)); -} - -static void V_BlitScaledPic(INT32 rx1, INT32 ry1, INT32 scrn, pic_t * pic) -{ - INT32 dupx, dupy; - INT32 x, y; - UINT8 *src, *dest; - INT32 width, height; - - width = SHORT(pic->width); - height = SHORT(pic->height); - scrn &= V_PARAMMASK; - - if (pic->mode != 0) - { - CONS_Debug(DBG_RENDER, "pic mode %d not supported in Software\n", pic->mode); - return; - } - - dest = screens[scrn] + max(0, ry1 * vid.width) + max(0, rx1); - // y cliping to the screen - if (ry1 + height * vid.dupy >= vid.width) - height = (vid.width - ry1) / vid.dupy - 1; - // WARNING no x clipping (not needed for the moment) - - for (y = max(0, -ry1 / vid.dupy); y < height; y++) - { - for (dupy = vid.dupy; dupy; dupy--) - { - src = pic->data + y * width; - for (x = 0; x < width; x++) - { - for (dupx = vid.dupx; dupx; dupx--) - *dest++ = *src; - src++; - } - dest += vid.width - vid.dupx * width; - } - } -} - // // Fills a box of pixels with a single color, NOTE: scaled to screen size // @@ -786,7 +728,7 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) return; #ifdef HWRENDER - if (rendermode != render_soft && !con_startup) + if (rendermode == render_opengl) { HWR_DrawFill(x, y, w, h, c); return; @@ -906,7 +848,7 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) return; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleFill(x, y, w, h, hwcolor, c); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. @@ -1117,7 +1059,7 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum) size_t size, lflatsize, flatshift; #ifdef HWRENDER - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { HWR_DrawFlatFill(x, y, w, h, flatnum); return; @@ -1317,7 +1259,7 @@ void V_DrawFadeConsBack(INT32 plines) UINT8 *deststop, *buf; #ifdef HWRENDER // not win32 only 19990829 by Kin - if (rendermode != render_soft && rendermode != render_none) + if (rendermode == render_opengl) { UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleBack(hwcolor, plines); @@ -2423,8 +2365,7 @@ void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param) INT32 yoffset, xoffset; #ifdef HWRENDER - // draw a hardware converted patch - if (rendermode != render_soft && rendermode != render_none) + if (rendermode != render_soft) return; #endif diff --git a/src/v_video.h b/src/v_video.h index c8485c17..c94a796f 100644 --- a/src/v_video.h +++ b/src/v_video.h @@ -142,9 +142,6 @@ void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skin // Draw a linear block of pixels into the view buffer. void V_DrawBlock(INT32 x, INT32 y, INT32 scrn, INT32 width, INT32 height, const UINT8 *src); -// draw a pic_t, SCALED -void V_DrawScaledPic (INT32 px1, INT32 py1, INT32 scrn, INT32 lumpnum); - // fill a box with a single color void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c); void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c); diff --git a/src/w_wad.c b/src/w_wad.c index da82a276..f6ca297f 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -196,6 +196,7 @@ static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum) LUA_LoadLump(wadnum, posStart); } #endif + posStart = W_CheckNumForFolderStartPK3("SOC/", wadnum, 0); if (posStart != INT16_MAX) { @@ -212,7 +213,6 @@ static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum) DEH_LoadDehackedLumpPwad(wadnum, posStart); free(name); } - } } @@ -764,6 +764,11 @@ UINT16 W_InitFile(const char *filename) wadfiles[numwadfiles] = wadfile; numwadfiles++; // must come BEFORE W_LoadDehackedLumps, so any addfile called by COM_BufInsertText called by Lua doesn't overwrite what we just loaded +#ifdef HWRENDER + if (rendermode == render_opengl) + HWR_LoadShaders(numwadfiles - 1, (wadfile->type == RET_PK3)); +#endif + // TODO: HACK ALERT - Load Lua & SOC stuff right here. I feel like this should be out of this place, but... Let's stick with this for now. switch (wadfile->type) { @@ -1532,6 +1537,7 @@ void *W_CachePatchName(const char *name, INT32 tag) return W_CachePatchNum(W_GetNumForName("MISSING"), tag); return W_CachePatchNum(num, tag); } + #ifndef NOMD5 /** @@ -1720,11 +1726,14 @@ int W_VerifyNMUSlumps(const char *filename) {"RRINGS", 6}, // Rings HUD (not named as SBO) {"YB_", 3}, // Intermission graphics, goes with the above {"M_", 2}, // As does menu stuff - {"MKFNT", 5}, // Kart font changes {"K_", 2}, // Kart graphic changes {"MUSICDEF", 8}, // Kart song definitions +#ifdef HWRENDER + {"SHADERS", 7}, + {"SH_", 3}, +#endif {NULL, 0}, }; return W_VerifyFile(filename, NMUSlist, false); diff --git a/src/win32/CMakeLists.txt b/src/win32/CMakeLists.txt index 39b01588..71ce88d0 100644 --- a/src/win32/CMakeLists.txt +++ b/src/win32/CMakeLists.txt @@ -1,10 +1,5 @@ file(GLOB SRB2_WIN_SOURCES *.c *.h *.rc) -if(${SRB2_CONFIG_HWRENDER}) - set(SRB2_WIN_SOURCES ${SRB2_WIN_SOURCES} ${SRB2_HWRENDER_SOURCES} ${SRB2_HWRENDER_HEADERS}) - set(SRB2_WIN_SOURCES ${SRB2_WIN_SOURCES} ${SRB2_R_OPENGL_SOURCES} ${SRB2_R_OPENGL_HEADERS}) -endif() - add_executable(SRB2DD EXCLUDE_FROM_ALL WIN32 ${SRB2_WIN_SOURCES} ) diff --git a/src/win32/Srb2win-vc10.vcxproj b/src/win32/Srb2win-vc10.vcxproj index ced3d128..65500d9b 100644 --- a/src/win32/Srb2win-vc10.vcxproj +++ b/src/win32/Srb2win-vc10.vcxproj @@ -91,6 +91,7 @@ + @@ -222,19 +223,6 @@ - - - - - - - - - - - - - @@ -388,20 +376,6 @@ - - - - - - - - - - - - - - @@ -502,4 +476,4 @@ - \ No newline at end of file + diff --git a/src/win32/Srb2win-vc10.vcxproj.filters b/src/win32/Srb2win-vc10.vcxproj.filters index 8f607796..e5401d72 100644 --- a/src/win32/Srb2win-vc10.vcxproj.filters +++ b/src/win32/Srb2win-vc10.vcxproj.filters @@ -87,30 +87,6 @@ Win32app - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - Hw_Hardware @@ -480,45 +456,6 @@ Win32app - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - - - Hw_Hardware - Hw_Hardware @@ -897,4 +834,4 @@ A_Asm - \ No newline at end of file + diff --git a/src/win32/Srb2win-vc9.vcproj b/src/win32/Srb2win-vc9.vcproj index a64b8638..cac081ad 100644 --- a/src/win32/Srb2win-vc9.vcproj +++ b/src/win32/Srb2win-vc9.vcproj @@ -2151,10 +2151,6 @@ RelativePath="..\hardware\hw_drv.h" > - - diff --git a/src/win32/Srb2win.dsp b/src/win32/Srb2win.dsp index 501bd26b..c52873f7 100644 --- a/src/win32/Srb2win.dsp +++ b/src/win32/Srb2win.dsp @@ -7,19 +7,19 @@ CFG=Srb2win - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2win.mak". -!MESSAGE +!MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: -!MESSAGE +!MESSAGE !MESSAGE NMAKE /f "Srb2win.mak" CFG="Srb2win - Win32 Debug" -!MESSAGE +!MESSAGE !MESSAGE Possible choices for configuration are: -!MESSAGE +!MESSAGE !MESSAGE "Srb2win - Win32 Release" (based on "Win32 (x86) Application") !MESSAGE "Srb2win - Win32 Debug" (based on "Win32 (x86) Application") -!MESSAGE +!MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 @@ -84,7 +84,7 @@ LINK32=link.exe # ADD LINK32 dxguid.lib user32.lib gdi32.lib winmm.lib advapi32.lib ws2_32.lib dinput.lib /nologo /subsystem:windows /profile /debug /machine:I386 /out:"C:\srb2demo2\srb2debug.exe" # SUBTRACT LINK32 /nodefaultlib -!ENDIF +!ENDIF # Begin Target @@ -148,7 +148,7 @@ SOURCE=.\Srb2win.rc !ELSEIF "$(CFG)" == "Srb2win - Win32 Debug" -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -233,7 +233,7 @@ InputName=tmap # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -266,7 +266,7 @@ InputName=tmap_mmx # End Custom Build -!ENDIF +!ENDIF # End Source File # Begin Source File @@ -298,7 +298,7 @@ InputName=tmap_vc # End Custom Build -!ENDIF +!ENDIF # End Source File # End Group @@ -535,10 +535,6 @@ SOURCE=..\hardware\hw_drv.h # End Source File # Begin Source File -SOURCE=..\hardware\hw_glide.h -# End Source File -# Begin Source File - SOURCE=..\hardware\hw_glob.h # End Source File # Begin Source File diff --git a/src/win32/Srb2win.props b/src/win32/Srb2win.props index 44a30d50..fa152f0c 100644 --- a/src/win32/Srb2win.props +++ b/src/win32/Srb2win.props @@ -5,7 +5,10 @@ - _WINDOWS;%(PreprocessorDefinitions) + + HAVE_ZLIB;HAVE_LIBGME;_WINDOWS;%(PreprocessorDefinitions) + + _WINDOWS;%(PreprocessorDefinitions) diff --git a/src/win32/win_dll.c b/src/win32/win_dll.c index bc67f04a..77ddc6e3 100644 --- a/src/win32/win_dll.c +++ b/src/win32/win_dll.c @@ -17,9 +17,6 @@ /// \brief load and initialise the 3D driver DLL #include "../doomdef.h" -#ifdef HWRENDER -#include "../hardware/hw_drv.h" // get the standard 3D Driver DLL exports prototypes -#endif #ifdef HW3SOUND #include "../hardware/hw3dsdrv.h" // get the 3D sound driver DLL export prototypes @@ -30,7 +27,7 @@ #include "win_dll.h" #include "win_main.h" // I_ShowLastError() -#if defined(HWRENDER) || defined(HW3SOUND) +#if defined(HW3SOUND) typedef struct loadfunc_s { LPCSTR fnName; LPVOID fnPointer; @@ -84,92 +81,6 @@ static VOID UnloadDLL (HMODULE* pModule) } #endif -// ========================================================================== -// STANDARD 3D DRIVER DLL FOR DOOM LEGACY -// ========================================================================== - -// note : the 3D driver loading should be put somewhere else.. - -#ifdef HWRENDER -static HMODULE hwdModule = NULL; - -static loadfunc_t hwdFuncTable[] = { -#ifdef _X86_ - {"Init@4", &hwdriver.pfnInit}, - {"Shutdown@0", &hwdriver.pfnShutdown}, - {"GetModeList@8", &hwdriver.pfnGetModeList}, - {"SetPalette@8", &hwdriver.pfnSetPalette}, - {"FinishUpdate@4", &hwdriver.pfnFinishUpdate}, - {"Draw2DLine@12", &hwdriver.pfnDraw2DLine}, - {"DrawPolygon@16", &hwdriver.pfnDrawPolygon}, - {"SetBlend@4", &hwdriver.pfnSetBlend}, - {"ClearBuffer@12", &hwdriver.pfnClearBuffer}, - {"SetTexture@4", &hwdriver.pfnSetTexture}, - {"ReadRect@24", &hwdriver.pfnReadRect}, - {"GClipRect@20", &hwdriver.pfnGClipRect}, - {"ClearMipMapCache@0", &hwdriver.pfnClearMipMapCache}, - {"SetSpecialState@8", &hwdriver.pfnSetSpecialState}, - {"DrawModel@16", &hwdriver.pfnDrawModel}, - {"SetTransform@4", &hwdriver.pfnSetTransform}, - {"GetTextureUsed@0", &hwdriver.pfnGetTextureUsed}, - {"GetRenderVersion@0", &hwdriver.pfnGetRenderVersion}, -#ifdef SHUFFLE - {"PostImgRedraw@4", &hwdriver.pfnPostImgRedraw}, -#endif - {"FlushScreenTextures@0",&hwdriver.pfnFlushScreenTextures}, - {"StartScreenWipe@0", &hwdriver.pfnStartScreenWipe}, - {"EndScreenWipe@0", &hwdriver.pfnEndScreenWipe}, - {"DoScreenWipe@4", &hwdriver.pfnDoScreenWipe}, - {"DrawIntermissionBG@0",&hwdriver.pfnDrawIntermissionBG}, - {"MakeScreenTexture@0", &hwdriver.pfnMakeScreenTexture}, - {"MakeScreenFinalTexture@0", &hwdriver.pfnMakeScreenFinalTexture}, - {"DrawScreenFinalTexture@8", &hwdriver.pfnDrawScreenFinalTexture}, -#else - {"Init", &hwdriver.pfnInit}, - {"Shutdown", &hwdriver.pfnShutdown}, - {"GetModeList", &hwdriver.pfnGetModeList}, - {"SetPalette", &hwdriver.pfnSetPalette}, - {"FinishUpdate", &hwdriver.pfnFinishUpdate}, - {"Draw2DLine", &hwdriver.pfnDraw2DLine}, - {"DrawPolygon", &hwdriver.pfnDrawPolygon}, - {"SetBlend", &hwdriver.pfnSetBlend}, - {"ClearBuffer", &hwdriver.pfnClearBuffer}, - {"SetTexture", &hwdriver.pfnSetTexture}, - {"ReadRect", &hwdriver.pfnReadRect}, - {"GClipRect", &hwdriver.pfnGClipRect}, - {"ClearMipMapCache", &hwdriver.pfnClearMipMapCache}, - {"SetSpecialState", &hwdriver.pfnSetSpecialState}, - {"DrawModel", &hwdriver.pfnDrawModel}, - {"SetTransform", &hwdriver.pfnSetTransform}, - {"GetTextureUsed", &hwdriver.pfnGetTextureUsed}, - {"GetRenderVersion", &hwdriver.pfnGetRenderVersion}, -#ifdef SHUFFLE - {"PostImgRedraw", &hwdriver.pfnPostImgRedraw}, -#endif - {"FlushScreenTextures", &hwdriver.pfnFlushScreenTextures}, - {"StartScreenWipe", &hwdriver.pfnStartScreenWipe}, - {"EndScreenWipe", &hwdriver.pfnEndScreenWipe}, - {"DoScreenWipe", &hwdriver.pfnDoScreenWipe}, - {"DrawIntermissionBG", &hwdriver.pfnDrawIntermissionBG}, - {"MakeScreenTexture", &hwdriver.pfnMakeScreenTexture}, - {"MakeScreenFinalTexture", &hwdriver.pfnMakeScreenFinalTexture}, - {"DrawScreenFinalTexture", &hwdriver.pfnDrawScreenFinalTexture}, -#endif - {NULL,NULL} -}; - -BOOL Init3DDriver (LPCSTR dllName) -{ - hwdModule = LoadDLL(dllName, hwdFuncTable); - return (hwdModule != NULL); -} - -VOID Shutdown3DDriver (VOID) -{ - UnloadDLL(&hwdModule); -} -#endif - #ifdef HW3SOUND static HMODULE hwsModule = NULL; diff --git a/src/win32/win_dll.h b/src/win32/win_dll.h index b4b25958..f69a8c21 100644 --- a/src/win32/win_dll.h +++ b/src/win32/win_dll.h @@ -20,11 +20,6 @@ #define RPC_NO_WINDOWS_H #include -#ifdef HWRENDER -BOOL Init3DDriver (LPCSTR dllName); -VOID Shutdown3DDriver (VOID); -#endif - #ifdef HW3SOUND BOOL Init3DSDriver(LPCSTR dllName); VOID Shutdown3DSDriver(VOID); diff --git a/src/win32/win_vid.c b/src/win32/win_vid.c index 45f96e9d..ecdd0167 100644 --- a/src/win32/win_vid.c +++ b/src/win32/win_vid.c @@ -36,12 +36,6 @@ #include "../command.h" #include "../screen.h" -#ifdef HWRENDER -#include "win_dll.h" // loading the render DLL -#include "../hardware/hw_drv.h" // calling driver init & shutdown -#include "../hardware/hw_main.h" // calling HWR module init & shutdown -#endif - // ------- // Globals // ------- @@ -222,12 +216,7 @@ void I_StartupGraphics(void) if (graphics_started) return; -#ifdef HWRENDER - else if (M_CheckParm("-opengl")) - rendermode = render_opengl; - else -#endif - rendermode = render_soft; + rendermode = render_soft; if (dedicated) rendermode = render_none; @@ -245,10 +234,6 @@ void I_StartupGraphics(void) // ------------------ void I_ShutdownGraphics(void) { -#ifdef HWRENDER - const rendermode_t oldrendermode = rendermode; -#endif - // This is BAD because it makes the I_Error box screw up! // rendermode = render_none; @@ -273,15 +258,6 @@ void I_ShutdownGraphics(void) bmiMain = NULL; } -#ifdef HWRENDER - if (oldrendermode != render_soft) - { - HWR_Shutdown(); // free stuff from the hardware renderer - HWD.pfnShutdown(); // close 3d card display - Shutdown3DDriver(); // free the driver DLL - } -#endif - // free the last video mode screen buffers if (vid.buffer) { @@ -289,10 +265,7 @@ void I_ShutdownGraphics(void) vid.buffer = NULL; } -#ifdef HWRENDER - if (rendermode == render_soft) -#endif - CloseDirectDraw(); + CloseDirectDraw(); graphics_started = false; } @@ -380,11 +353,6 @@ void I_FinishUpdate(void) DIB_RGB_COLORS); } else -#ifdef HWRENDER - if (rendermode != render_soft) - HWD.pfnFinishUpdate(cv_vidwait.value); - else -#endif { // DIRECT DRAW // copy virtual screen to real screen @@ -486,9 +454,6 @@ void I_SetPalette(RGBA_t *palette) } } else -#ifdef HWRENDER - if (rendermode == render_soft) -#endif { PALETTEENTRY mainpal[256]; @@ -680,56 +645,14 @@ static VOID VID_Init(VOID) bDIBMode = TRUE; bAppFullScreen = FALSE; -#ifdef HWRENDER - // initialize the appropriate display device - if (rendermode != render_soft) + if (!bWinParm) { - const char *drvname = NULL; - - switch (rendermode) - { - case render_opengl: - drvname = "r_opengl.dll"; - break; - default: - I_Error("Unknown hardware render mode"); - } - - // load the DLL - if (drvname && Init3DDriver(drvname)) - { - int hwdversion = HWD.pfnGetRenderVersion(); - if (hwdversion != VERSION) - CONS_Alert(CONS_WARNING, M_GetText("This r_opengl version is not supported, use it at your own risk!\n")); - - // perform initialisations - HWD.pfnInit(I_Error); - // get available display modes for the device - HWD.pfnGetModeList(&pvidmodes, &numvidmodes); - } - else - { - switch (rendermode) - { - case render_opengl: - I_Error("Error initializing OpenGL"); - default: - break; - } - rendermode = render_soft; - } + if (!CreateDirectDrawInstance()) + bWinParm = TRUE; + else // get available display modes for the device + VID_GetExtraModes(); } - if (rendermode == render_soft) -#endif - if (!bWinParm) - { - if (!CreateDirectDrawInstance()) - bWinParm = TRUE; - else // get available display modes for the device - VID_GetExtraModes(); - } - // the game boots in 320x200 standard VGA, but // we need a highcolor mode to run the game in highcolor if (highcolor && !numvidmodes) @@ -927,14 +850,6 @@ INT32 VID_SetMode(INT32 modenum) // we switch to fullscreen bAppFullScreen = TRUE; bDIBMode = FALSE; -#ifdef HWRENDER - if (rendermode != render_soft) - { - // purge all patch graphics stored in software format - //Z_FreeTags (PU_PURGELEVEL, PU_PURGELEVEL+100); - HWR_Startup(); - } -#endif } I_RestartSysMouse(); diff --git a/src/win32ce/win_dll.c b/src/win32ce/win_dll.c index 8b88f84d..2bda7126 100644 --- a/src/win32ce/win_dll.c +++ b/src/win32ce/win_dll.c @@ -17,9 +17,6 @@ /// \brief load and initialise the 3D driver DLL #include "../doomdef.h" -#ifdef HWRENDER -#include "../hardware/hw_drv.h" // get the standard 3D Driver DLL exports prototypes -#endif #ifdef HW3SOUND #include "../hardware/hw3dsdrv.h" // get the 3D sound driver DLL export prototypes @@ -28,7 +25,7 @@ #include "win_dll.h" #include "win_main.h" // I_GetLastErrorMsgBox() -#if defined(HWRENDER) || defined(HW3SOUND) +#if defined(HW3SOUND) typedef struct loadfunc_s { LPCSTR fnName; LPVOID fnPointer; @@ -82,49 +79,6 @@ static inline VOID UnloadDLL (HMODULE* pModule) } #endif -// ========================================================================== -// STANDARD 3D DRIVER DLL FOR DOOM LEGACY -// ========================================================================== - -// note : the 3D driver loading should be put somewhere else.. - -#ifdef HWRENDER -static HMODULE hwdModule = NULL; - -static loadfunc_t hwdFuncTable[] = { - {"_Init@4", &hwdriver.pfnInit}, - {"_Shutdown@0", &hwdriver.pfnShutdown}, - {"_GetModeList@8", &hwdriver.pfnGetModeList}, - {"_SetPalette@8", &hwdriver.pfnSetPalette}, - {"_FinishUpdate@4", &hwdriver.pfnFinishUpdate}, - {"_Draw2DLine@12", &hwdriver.pfnDraw2DLine}, - {"_DrawPolygon@16", &hwdriver.pfnDrawPolygon}, - {"_SetBlend@4", &hwdriver.pfnSetBlend}, - {"_ClearBuffer@12", &hwdriver.pfnClearBuffer}, - {"_SetTexture@4", &hwdriver.pfnSetTexture}, - {"_ReadRect@24", &hwdriver.pfnReadRect}, - {"_GClipRect@20", &hwdriver.pfnGClipRect}, - {"_ClearMipMapCache@0",&hwdriver.pfnClearMipMapCache}, - {"_SetSpecialState@8", &hwdriver.pfnSetSpecialState}, - {"_DrawMD2@16", &hwdriver.pfnDrawMD2}, - {"_SetTransform@4", &hwdriver.pfnSetTransform}, - {"_GetTextureUsed@0", &hwdriver.pfnGetTextureUsed}, - {"_GetRenderVersion@0",&hwdriver.pfnGetRenderVersion}, - {NULL,NULL} -}; - -BOOL Init3DDriver (LPCSTR dllName) -{ - hwdModule = LoadDLL(dllName, hwdFuncTable); - return (hwdModule != NULL); -} - -VOID Shutdown3DDriver (VOID) -{ - UnloadDLL(&hwdModule); -} -#endif - #ifdef HW3SOUND static HMODULE hwsModule = NULL; diff --git a/src/win32ce/win_dll.h b/src/win32ce/win_dll.h index b4b25958..f69a8c21 100644 --- a/src/win32ce/win_dll.h +++ b/src/win32ce/win_dll.h @@ -20,11 +20,6 @@ #define RPC_NO_WINDOWS_H #include -#ifdef HWRENDER -BOOL Init3DDriver (LPCSTR dllName); -VOID Shutdown3DDriver (VOID); -#endif - #ifdef HW3SOUND BOOL Init3DSDriver(LPCSTR dllName); VOID Shutdown3DSDriver(VOID); diff --git a/src/win32ce/win_vid.c b/src/win32ce/win_vid.c index 244dfaf3..439103f3 100644 --- a/src/win32ce/win_vid.c +++ b/src/win32ce/win_vid.c @@ -34,12 +34,6 @@ #include "../command.h" #include "../screen.h" -#ifdef HWRENDER -#include "win_dll.h" // loading the render DLL -#include "../hardware/hw_drv.h" // calling driver init & shutdown -#include "../hardware/hw_main.h" // calling HWR module init & shutdown -#endif - // ------- // Globals // ------- @@ -110,13 +104,6 @@ void I_StartupGraphics(void) if (graphics_started) return; -#ifdef HWRENDER - if (M_CheckParm("-opengl")) - rendermode = render_opengl; - else - rendermode = render_soft; -#endif - if (dedicated) rendermode = render_none; else @@ -152,15 +139,6 @@ void I_ShutdownGraphics(void) bmiMain = NULL; } -#ifdef HWRENDER - if (rendermode != render_soft) - { - HWR_Shutdown(); // free stuff from the hardware renderer - HWD.pfnShutdown(); // close 3d card display - Shutdown3DDriver(); // free the driver DLL - } -#endif - // free the last video mode screen buffers if (vid.buffer) { @@ -168,10 +146,7 @@ void I_ShutdownGraphics(void) vid.buffer = NULL; } -#ifdef HWRENDER - if (rendermode == render_soft) -#endif - CloseDirectDraw(); + CloseDirectDraw(); graphics_started = false; } @@ -212,11 +187,6 @@ void I_FinishUpdate(void) DIB_RGB_COLORS); } else -#ifdef HWRENDER - if (rendermode != render_soft) - HWD.pfnFinishUpdate(cv_vidwait.value); - else -#endif { // DIRECT DRAW // copy virtual screen to real screen @@ -295,9 +265,6 @@ void I_SetPalette(RGBA_t *palette) } } else -#ifdef HWRENDER - if (rendermode == render_soft) -#endif { PALETTEENTRY mainpal[256]; @@ -458,56 +425,14 @@ static void VID_Init(void) bDIBMode = TRUE; bAppFullScreen = FALSE; -#ifdef HWRENDER - // initialize the appropriate display device - if (rendermode != render_soft) + if (!bWinParm) { - const char *drvname = NULL; - - switch (rendermode) - { - case render_opengl: - drvname = "r_opengl.dll"; - break; - default: - I_Error("Unknown hardware render mode"); - } - - // load the DLL - if (drvname && Init3DDriver(drvname)) - { - int hwdversion = HWD.pfnGetRenderVersion(); - if (hwdversion != VERSION) - CONS_Printf("WARNING: This r_opengl version is not supported, use it at your own risk.\n"); - - // perform initialisations - HWD.pfnInit(I_Error); - // get available display modes for the device - HWD.pfnGetModeList(&pvidmodes, &numvidmodes); - } - else - { - switch (rendermode) - { - case render_opengl: - I_Error("Error initializing OpenGL"); - default: - break; - } - rendermode = render_soft; - } + if (!CreateDirectDrawInstance()) + I_Error("Error initializing DirectDraw"); + // get available display modes for the device + VID_GetExtraModes(); } - if (rendermode == render_soft) -#endif - if (!bWinParm) - { - if (!CreateDirectDrawInstance()) - I_Error("Error initializing DirectDraw"); - // get available display modes for the device - VID_GetExtraModes(); - } - // the game boots in 320x200 standard VGA, but // we need a highcolor mode to run the game in highcolor if (highcolor && !numvidmodes) @@ -705,14 +630,6 @@ INT32 VID_SetMode(INT32 modenum) // we switch to fullscreen bAppFullScreen = TRUE; bDIBMode = FALSE; -#ifdef HWRENDER - if (rendermode != render_soft) - { - // purge all patch graphics stored in software format - //Z_FreeTags (PU_PURGELEVEL, PU_PURGELEVEL+100); - HWR_Startup(); - } -#endif } I_RestartSysMouse(); diff --git a/src/z_zone.c b/src/z_zone.c index a3e13422..dae7dff0 100644 --- a/src/z_zone.c +++ b/src/z_zone.c @@ -637,7 +637,6 @@ void Command_Memfree_f(void) CONS_Printf(M_GetText("Mipmap patches : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRPATCHCOLMIPMAP)>>10)); CONS_Printf(M_GetText("HW Texture cache : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRCACHE)>>10)); CONS_Printf(M_GetText("Plane polygons : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRPLANE)>>10)); - CONS_Printf(M_GetText("HW Texture used : %7d KB\n"), HWR_GetTextureUsed()>>10); } #endif