mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-18 02:21:47 +00:00
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
# Conflicts: # src/hardware/hw_draw.c
This commit is contained in:
commit
4f3c9b5fad
12 changed files with 1085 additions and 618 deletions
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@ -242,11 +242,19 @@ static void F_SkyScroll(INT32 scrollspeed)
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#ifdef HWRENDER
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else if (rendermode != render_none)
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{ // if only software rendering could be this simple and retarded
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scrolled = animtimer;
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if (scrolled > 0)
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V_DrawScaledPatch(scrolled - patwidth, 0, 0, pat);
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for (x = 0; x < fakedwidth; x += patwidth)
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V_DrawScaledPatch(x + scrolled, 0, 0, pat);
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INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
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INT32 y, pw = patwidth * dupz, ph = SHORT(pat->height) * dupz;
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scrolled = animtimer * dupz;
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for (x = 0; x < vid.width; x += pw)
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{
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for (y = 0; y < vid.height; y += ph)
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{
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if (scrolled > 0)
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V_DrawScaledPatch(scrolled - pw, y, V_NOSCALESTART, pat);
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V_DrawScaledPatch(x + scrolled, y, V_NOSCALESTART, pat);
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}
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}
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}
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#endif
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@ -20,8 +20,8 @@
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#define _HWR_DEFS_
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#include "../doomtype.h"
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#define ZCLIP_PLANE 4.0f
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#define NZCLIP_PLANE 0.9f
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#define ZCLIP_PLANE 4.0f // Used for the actual game drawing
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#define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures
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// ==========================================================================
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// SIMPLE TYPES
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@ -127,12 +127,13 @@ enum EPolyFlags
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PF_Masked = 0x00000001, // Poly is alpha scaled and 0 alpha pels are discarded (holes in texture)
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PF_Translucent = 0x00000002, // Poly is transparent, alpha = level of transparency
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PF_Additive = 0x00000024, // Poly is added to the frame buffer
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PF_Additive = 0x00000004, // Poly is added to the frame buffer
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PF_Environment = 0x00000008, // Poly should be drawn environment mapped.
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// Hurdler: used for text drawing
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PF_Substractive = 0x00000010, // for splat
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PF_NoAlphaTest = 0x00000020, // hiden param
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PF_Blending = (PF_Environment|PF_Additive|PF_Translucent|PF_Masked|PF_Substractive)&~PF_NoAlphaTest,
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PF_Fog = 0x00000040, // Fog blocks
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PF_Blending = (PF_Environment|PF_Additive|PF_Translucent|PF_Masked|PF_Substractive|PF_Fog)&~PF_NoAlphaTest,
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// other flag bits
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@ -149,10 +149,9 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
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// | /|
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// |/ |
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// 0--1
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float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
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float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
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float dupx, dupy, fscalew, fscaleh, fwidth, fheight;
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UINT8 perplayershuffle = 0;
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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@ -163,67 +162,179 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
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else
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HWR_GetMappedPatch(gpatch, colormap);
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dupx = (float)vid.dupx;
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dupy = (float)vid.dupy;
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switch (option & V_SCALEPATCHMASK)
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{
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case V_NOSCALEPATCH:
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pdupx = pdupy = 2.0f;
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dupx = dupy = 1.0f;
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break;
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case V_SMALLSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy);
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dupx = (float)vid.smalldupx;
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dupy = (float)vid.smalldupy;
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break;
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case V_MEDSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy);
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dupx = (float)vid.meddupx;
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dupy = (float)vid.meddupy;
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break;
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}
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if (option & V_NOSCALESTART)
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sdupx = sdupy = 2.0f;
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dupx = dupy = (dupx < dupy ? dupx : dupy);
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fscalew = fscaleh = FIXED_TO_FLOAT(pscale);
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if (option & V_OFFSET)
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{
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cx -= (float)gpatch->leftoffset * dupx * fscalew;
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cy -= (float)gpatch->topoffset * dupy * fscaleh;
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}
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else
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{
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cy -= (float)gpatch->topoffset * fscaleh;
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if (option & V_FLIP)
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cx -= ((float)gpatch->width - (float)gpatch->leftoffset) * fscalew;
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else
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cx -= (float)gpatch->leftoffset * fscalew;
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}
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if (splitscreen && (option & V_PERPLAYER))
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{
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float adjusty = ((option & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
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pdupy /= 2;
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fscaleh /= 2;
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cy /= 2;
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#ifdef QUADS
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if (splitscreen > 1) // 3 or 4 players
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{
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float adjustx = ((option & V_NOSCALESTART) ? vid.width : BASEVIDWIDTH)/2.0f;
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pdupx /= 2;
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fscalew /= 2;
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cx /= 2;
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if (stplyr == &players[secondarydisplayplayer])
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if (stplyr == &players[displayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 1;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 4;
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option &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
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}
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else if (stplyr == &players[secondarydisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 1;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 8;
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cx += adjustx;
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option &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
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}
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else if (stplyr == &players[thirddisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 2;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 4;
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cy += adjusty;
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option &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
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}
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else if (stplyr == &players[fourthdisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 2;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 8;
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cx += adjustx;
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cy += adjusty;
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option &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
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}
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}
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else
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#endif
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// 2 players
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{
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if (stplyr == &players[secondarydisplayplayer])
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if (stplyr == &players[displayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle = 1;
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option &= ~V_SNAPTOBOTTOM;
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}
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else //if (stplyr == &players[secondarydisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle = 2;
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cy += adjusty;
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option &= ~V_SNAPTOTOP;
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}
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}
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}
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if (option & V_FLIP) // Need to flip both this and sow
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if (!(option & V_NOSCALESTART))
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{
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v[0].x = v[3].x = (cx*sdupx-(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
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v[2].x = v[1].x = (cx*sdupx+gpatch->leftoffset*pdupx)/vid.width - 1;
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cx = cx * dupx;
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cy = cy * dupy;
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if (!(option & V_SCALEPATCHMASK))
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{
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// if it's meant to cover the whole screen, black out the rest
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// cx and cy are possibly *slightly* off from float maths
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// This is done before here compared to software because we directly alter cx and cy to centre
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if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
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{
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// Need to temporarily cache the real patch to get the colour of the top left pixel
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patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
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const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
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const UINT8 *source = (const UINT8 *)(column) + 3;
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HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
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Z_Free(realpatch);
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}
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// centre screen
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if (vid.width != BASEVIDWIDTH * vid.dupx)
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{
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if (option & V_SNAPTORIGHT)
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
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else if (!(option & V_SNAPTOLEFT))
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2;
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if (perplayershuffle & 4)
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cx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4;
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else if (perplayershuffle & 8)
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4;
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}
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if (vid.height != BASEVIDHEIGHT * vid.dupy)
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{
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if (option & V_SNAPTOBOTTOM)
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
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else if (!(option & V_SNAPTOTOP))
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2;
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if (perplayershuffle & 1)
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cy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4;
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else if (perplayershuffle & 2)
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4;
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}
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}
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}
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if (pscale != FRACUNIT || (splitscreen && option & V_PERPLAYER))
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{
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fwidth = (float)gpatch->width * fscalew * dupx;
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fheight = (float)gpatch->height * fscaleh * dupy;
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}
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else
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{
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v[0].x = v[3].x = (cx*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1;
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v[2].x = v[1].x = (cx*sdupx+(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
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fwidth = (float)gpatch->width * dupx;
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fheight = (float)gpatch->height * dupy;
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}
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v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height;
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v[2].y = v[3].y = 1-(cy*sdupy+(gpatch->height-gpatch->topoffset)*pdupy)/vid.height;
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// positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1
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cx = -1 + (cx / (vid.width/2));
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cy = 1 - (cy / (vid.height/2));
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// fwidth and fheight are similar
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fwidth /= vid.width / 2;
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fheight /= vid.height / 2;
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// set the polygon vertices to the right positions
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v[0].x = v[3].x = cx;
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v[2].x = v[1].x = cx + fwidth;
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v[0].y = v[1].y = cy;
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v[2].y = v[3].y = cy - fheight;
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v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
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@ -276,10 +387,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
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// | /|
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// |/ |
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// 0--1
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float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
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float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
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float dupx, dupy, fscale, fwidth, fheight;
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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|
@ -287,66 +395,117 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
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// make patch ready in hardware cache
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HWR_GetPatch(gpatch);
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dupx = (float)vid.dupx;
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dupy = (float)vid.dupy;
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switch (option & V_SCALEPATCHMASK)
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{
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case V_NOSCALEPATCH:
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pdupx = pdupy = 2.0f;
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dupx = dupy = 1.0f;
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break;
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case V_SMALLSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy);
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dupx = (float)vid.smalldupx;
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dupy = (float)vid.smalldupy;
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break;
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case V_MEDSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy);
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dupx = (float)vid.meddupx;
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dupy = (float)vid.meddupy;
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break;
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}
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|
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if (option & V_NOSCALESTART)
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sdupx = sdupy = 2.0f;
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dupx = dupy = (dupx < dupy ? dupx : dupy);
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fscale = FIXED_TO_FLOAT(pscale);
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if (splitscreen && (option & V_PERPLAYER))
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// fuck it, no GL support for croppedpatch v_perplayer right now. it's not like it's accessible to Lua or anything, and we only use it for menus...
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|
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cy -= (float)gpatch->topoffset * fscale;
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cx -= (float)gpatch->leftoffset * fscale;
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|
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if (!(option & V_NOSCALESTART))
|
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{
|
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float adjusty = ((option & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
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pdupy /= 2;
|
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cy /= 2;
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// unlike software no need to adjust texture sourcing
|
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#ifdef QUADS
|
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if (splitscreen > 1) // 3 or 4 players
|
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cx = cx * dupx;
|
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cy = cy * dupy;
|
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|
||||
if (!(option & V_SCALEPATCHMASK))
|
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{
|
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float adjustx = ((option & V_NOSCALESTART) ? vid.width : BASEVIDWIDTH)/2.0f;
|
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pdupx /= 2;
|
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cx /= 2;
|
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if (stplyr == &players[secondarydisplayplayer])
|
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cx += adjustx;
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else if (stplyr == &players[thirddisplayplayer])
|
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cy += adjusty;
|
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if (stplyr == &players[fourthdisplayplayer])
|
||||
// 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)
|
||||
{
|
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cx += adjustx;
|
||||
cy += adjusty;
|
||||
// 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);
|
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const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
|
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const UINT8 *source = (const UINT8 *)(column) + 3;
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HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
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Z_Free(realpatch);
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}
|
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// centre screen
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if (vid.width != BASEVIDWIDTH * vid.dupx)
|
||||
{
|
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if (option & V_SNAPTORIGHT)
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
|
||||
else if (!(option & V_SNAPTOLEFT))
|
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2;
|
||||
}
|
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if (vid.height != BASEVIDHEIGHT * vid.dupy)
|
||||
{
|
||||
if (option & V_SNAPTOBOTTOM)
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
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else if (!(option & V_SNAPTOTOP))
|
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2;
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||||
}
|
||||
}
|
||||
else
|
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#endif
|
||||
// 2 players
|
||||
{
|
||||
if (stplyr == &players[secondarydisplayplayer])
|
||||
cy += adjusty;
|
||||
}
|
||||
}
|
||||
|
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v[0].x = v[3].x = (cx*sdupx - gpatch->leftoffset * pdupx) / vid.width - 1;
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v[2].x = v[1].x = (cx*sdupx + ((w) - gpatch->leftoffset) * pdupx) / vid.width - 1;
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v[0].y = v[1].y = 1 - (cy*sdupy - gpatch->topoffset * pdupy) / vid.height;
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v[2].y = v[3].y = 1 - (cy*sdupy + ((h) - gpatch->topoffset) * pdupy) / vid.height;
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fwidth = w;
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fheight = h;
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|
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if (fwidth > gpatch->width)
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fwidth = gpatch->width;
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||||
|
||||
if (fheight > gpatch->height)
|
||||
fheight = gpatch->height;
|
||||
|
||||
if (pscale != FRACUNIT)
|
||||
{
|
||||
fwidth *= fscale * dupx;
|
||||
fheight *= fscale * dupy;
|
||||
}
|
||||
else
|
||||
{
|
||||
fwidth *= dupx;
|
||||
fheight *= dupy;
|
||||
}
|
||||
|
||||
// positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1
|
||||
cx = -1 + (cx / (vid.width/2));
|
||||
cy = 1 - (cy / (vid.height/2));
|
||||
|
||||
// fwidth and fheight are similar
|
||||
fwidth /= vid.width / 2;
|
||||
fheight /= vid.height / 2;
|
||||
|
||||
// set the polygon vertices to the right positions
|
||||
v[0].x = v[3].x = cx;
|
||||
v[2].x = v[1].x = cx + fwidth;
|
||||
|
||||
v[0].y = v[1].y = cy;
|
||||
v[2].y = v[3].y = cy - fheight;
|
||||
|
||||
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
||||
|
||||
v[0].sow = v[3].sow = ((sx )/(float)gpatch->width )*gpatch->max_s;
|
||||
v[2].sow = v[1].sow = ((sx+w)/(float)gpatch->width )*gpatch->max_s;
|
||||
v[0].tow = v[1].tow = ((sy )/(float)gpatch->height)*gpatch->max_t;
|
||||
v[2].tow = v[3].tow = ((sy+h)/(float)gpatch->height)*gpatch->max_t;
|
||||
v[0].sow = v[3].sow = ((sx )/(float)gpatch->width )*gpatch->max_s;
|
||||
if (sx + w > gpatch->width)
|
||||
v[2].sow = v[1].sow = gpatch->max_s;
|
||||
else
|
||||
v[2].sow = v[1].sow = ((sx+w)/(float)gpatch->width )*gpatch->max_s;
|
||||
|
||||
v[0].tow = v[1].tow = ((sy )/(float)gpatch->height)*gpatch->max_t;
|
||||
if (sy + h > gpatch->height)
|
||||
v[2].tow = v[3].tow = gpatch->max_t;
|
||||
else
|
||||
v[2].tow = v[3].tow = ((sy+h)/(float)gpatch->height)*gpatch->max_t;
|
||||
|
||||
flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest;
|
||||
|
||||
|
@ -720,7 +879,9 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
|
|||
{
|
||||
FOutVector v[4];
|
||||
FSurfaceInfo Surf;
|
||||
float sdupx, sdupy;
|
||||
float fx, fy, fw, fh;
|
||||
|
||||
UINT8 perplayershuffle = 0;
|
||||
|
||||
if (w < 0 || h < 0)
|
||||
return; // consistency w/ software
|
||||
|
@ -729,46 +890,155 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
|
|||
// | /|
|
||||
// |/ |
|
||||
// 0--1
|
||||
sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
|
||||
sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
|
||||
|
||||
if (color & V_NOSCALESTART)
|
||||
sdupx = sdupy = 2.0f;
|
||||
|
||||
if (splitscreen && (color & V_PERPLAYER))
|
||||
{
|
||||
float adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
|
||||
w >>= 1;
|
||||
fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
|
||||
h >>= 1;
|
||||
y >>= 1;
|
||||
#ifdef QUADS
|
||||
if (splitscreen > 1) // 3 or 4 players
|
||||
{
|
||||
float adjustx = ((color & V_NOSCALESTART) ? vid.width : BASEVIDWIDTH)/2.0f;
|
||||
fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
|
||||
w >>= 1;
|
||||
x >>= 1;
|
||||
if (stplyr == &players[secondarydisplayplayer])
|
||||
x += adjustx;
|
||||
else if (stplyr == &players[thirddisplayplayer])
|
||||
y += adjusty;
|
||||
else if (stplyr == &players[fourthdisplayplayer])
|
||||
if (stplyr == &players[displayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 1;
|
||||
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
|
||||
perplayershuffle |= 4;
|
||||
color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
|
||||
}
|
||||
else if (stplyr == &players[secondarydisplayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 1;
|
||||
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
|
||||
perplayershuffle |= 8;
|
||||
x += adjustx;
|
||||
color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
|
||||
}
|
||||
else if (stplyr == &players[thirddisplayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 2;
|
||||
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
|
||||
perplayershuffle |= 4;
|
||||
y += adjusty;
|
||||
color &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
|
||||
}
|
||||
else //if (stplyr == &players[fourthdisplayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 2;
|
||||
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
|
||||
perplayershuffle |= 8;
|
||||
x += adjustx;
|
||||
y += adjusty;
|
||||
color &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif
|
||||
// 2 players
|
||||
{
|
||||
if (stplyr == &players[secondarydisplayplayer])
|
||||
if (stplyr == &players[displayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 1;
|
||||
color &= ~V_SNAPTOBOTTOM;
|
||||
}
|
||||
else //if (stplyr == &players[secondarydisplayplayer])
|
||||
{
|
||||
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
|
||||
perplayershuffle |= 2;
|
||||
y += adjusty;
|
||||
color &= ~V_SNAPTOTOP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
|
||||
v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
|
||||
v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
|
||||
v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
|
||||
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 (vid.width != BASEVIDWIDTH * vid.dupx)
|
||||
{
|
||||
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 (perplayershuffle & 4)
|
||||
fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
|
||||
else if (perplayershuffle & 8)
|
||||
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
// 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 (perplayershuffle & 1)
|
||||
fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
|
||||
else if (perplayershuffle & 2)
|
||||
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
|
||||
}
|
||||
}
|
||||
|
||||
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; //;
|
||||
|
|
|
@ -79,6 +79,7 @@ EXPORT char *HWRAPI(GetRenderer) (void);
|
|||
#define SCREENVERTS 10
|
||||
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
|
||||
#endif
|
||||
EXPORT void HWRAPI(FlushScreenTextures) (void);
|
||||
EXPORT void HWRAPI(StartScreenWipe) (void);
|
||||
EXPORT void HWRAPI(EndScreenWipe) (void);
|
||||
EXPORT void HWRAPI(DoScreenWipe) (float alpha);
|
||||
|
@ -124,6 +125,7 @@ struct hwdriver_s
|
|||
#ifdef SHUFFLE
|
||||
PostImgRedraw pfnPostImgRedraw;
|
||||
#endif
|
||||
FlushScreenTextures pfnFlushScreenTextures;
|
||||
StartScreenWipe pfnStartScreenWipe;
|
||||
EndScreenWipe pfnEndScreenWipe;
|
||||
DoScreenWipe pfnDoScreenWipe;
|
||||
|
|
|
@ -68,6 +68,7 @@ typedef struct gr_vissprite_s
|
|||
struct gr_vissprite_s *prev;
|
||||
struct gr_vissprite_s *next;
|
||||
float x1, x2;
|
||||
float z1, z2;
|
||||
float tz, ty;
|
||||
lumpnum_t patchlumpnum;
|
||||
boolean flip;
|
||||
|
@ -78,7 +79,6 @@ typedef struct gr_vissprite_s
|
|||
//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;
|
||||
|
||||
// --------
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -57,7 +57,7 @@ typedef struct GLRGBAFloat GLRGBAFloat;
|
|||
#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
|
||||
|
||||
#define ASPECT_RATIO (1.0f) //(320.0f/200.0f)
|
||||
#define FAR_CLIPPING_PLANE 150000.0f // Draw further! Tails 01-21-2001
|
||||
#define FAR_CLIPPING_PLANE 32768.0f // Draw further! Tails 01-21-2001
|
||||
static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
|
||||
|
||||
// **************************************************************************
|
||||
|
@ -101,10 +101,19 @@ static GLint viewport[4];
|
|||
#endif
|
||||
|
||||
// Yay for arbitrary numbers! NextTexAvail is buggy for some reason.
|
||||
static GLuint screentexture = 60000;
|
||||
static GLuint startScreenWipe = 60001;
|
||||
static GLuint endScreenWipe = 60002;
|
||||
static GLuint finalScreenTexture = 60003;
|
||||
// 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
|
||||
// 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 65535
|
||||
#define SCRTEX_STARTSCREENWIPE 65534
|
||||
#define SCRTEX_ENDSCREENWIPE 65533
|
||||
#define SCRTEX_FINALSCREENTEXTURE 65532
|
||||
static GLuint screentexture = 0;
|
||||
static GLuint startScreenWipe = 0;
|
||||
static GLuint endScreenWipe = 0;
|
||||
static GLuint finalScreenTexture = 0;
|
||||
#if 0
|
||||
GLuint screentexture = FIRST_TEX_AVAIL;
|
||||
#endif
|
||||
|
@ -245,6 +254,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
|
|||
#define pglBindTexture glBindTexture
|
||||
/* texture mapping */ //GL_EXT_copy_texture
|
||||
#define pglCopyTexImage2D glCopyTexImage2D
|
||||
#define pglCopyTexSubImage2D glCopyTexSubImage2D
|
||||
|
||||
#else //!STATIC_OPENGL
|
||||
|
||||
|
@ -361,6 +371,8 @@ static PFNglBindTexture pglBindTexture;
|
|||
/* texture mapping */ //GL_EXT_copy_texture
|
||||
typedef void (APIENTRY * PFNglCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
|
||||
static PFNglCopyTexImage2D pglCopyTexImage2D;
|
||||
typedef void (APIENTRY * PFNglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
static PFNglCopyTexSubImage2D pglCopyTexSubImage2D;
|
||||
#endif
|
||||
/* GLU functions */
|
||||
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
|
||||
|
@ -460,6 +472,7 @@ boolean SetupGLfunc(void)
|
|||
GETOPENGLFUNC(pglBindTexture , glBindTexture)
|
||||
|
||||
GETOPENGLFUNC(pglCopyTexImage2D , glCopyTexImage2D)
|
||||
GETOPENGLFUNC(pglCopyTexSubImage2D , glCopyTexSubImage2D)
|
||||
|
||||
#undef GETOPENGLFUNC
|
||||
|
||||
|
@ -597,6 +610,10 @@ void SetModelView(GLint w, GLint h)
|
|||
{
|
||||
// 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)
|
||||
FlushScreenTextures();
|
||||
|
||||
screen_width = w;
|
||||
screen_height = h;
|
||||
|
||||
|
@ -734,6 +751,7 @@ void Flush(void)
|
|||
screentexture = FIRST_TEX_AVAIL;
|
||||
}
|
||||
#endif
|
||||
|
||||
tex_downloaded = 0;
|
||||
}
|
||||
|
||||
|
@ -948,26 +966,38 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags)
|
|||
switch (PolyFlags & PF_Blending) {
|
||||
case PF_Translucent & PF_Blending:
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
||||
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||
break;
|
||||
case PF_Masked & PF_Blending:
|
||||
// Hurdler: does that mean lighting is only made by alpha src?
|
||||
// it sounds ok, but not for polygonsmooth
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ZERO); // 0 alpha = holes in texture
|
||||
pglAlphaFunc(GL_GREATER, 0.5f);
|
||||
break;
|
||||
case PF_Additive & PF_Blending:
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ONE); // src * alpha + dest
|
||||
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||
break;
|
||||
case PF_Environment & PF_Blending:
|
||||
pglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||
break;
|
||||
case PF_Substractive & PF_Blending:
|
||||
// good for shadow
|
||||
// not realy but what else ?
|
||||
pglBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||
break;
|
||||
case PF_Fog & PF_Fog:
|
||||
// Sryder: Fog
|
||||
// multiplies input colour by input alpha, and destination colour by input colour, then adds them
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);
|
||||
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||
break;
|
||||
default : // must be 0, otherwise it's an error
|
||||
// No blending
|
||||
pglBlendFunc(GL_ONE, GL_ZERO); // the same as no blending
|
||||
pglAlphaFunc(GL_GREATER, 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1120,6 +1150,7 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
|
|||
tex[w*j+i].s.green = 0;
|
||||
tex[w*j+i].s.blue = 0;
|
||||
tex[w*j+i].s.alpha = 0;
|
||||
pTexInfo->flags |= TF_TRANSPARENT; // there is a hole in it
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1189,8 +1220,17 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
|
|||
tex_downloaded = pTexInfo->downloaded;
|
||||
pglBindTexture(GL_TEXTURE_2D, pTexInfo->downloaded);
|
||||
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
// disable texture filtering on any texture that has holes so there's no dumb borders or blending issues
|
||||
if (pTexInfo->flags & TF_TRANSPARENT)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
}
|
||||
else
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
}
|
||||
|
||||
#ifdef USE_PALETTED_TEXTURE
|
||||
//Hurdler: not really supported and not tested recently
|
||||
|
@ -1559,12 +1599,6 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
|
|||
ambient[1] = 0.75f;
|
||||
if (ambient[2] > 0.75f)
|
||||
ambient[2] = 0.75f;
|
||||
|
||||
if (color[3] < 255)
|
||||
{
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
pglDepthMask(GL_FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
pglEnable(GL_CULL_FACE);
|
||||
|
@ -1589,10 +1623,12 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
|
|||
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);
|
||||
}
|
||||
|
||||
DrawPolygon(NULL, NULL, 0, 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);
|
||||
|
@ -1600,14 +1636,6 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
|
|||
scaley = -scaley;
|
||||
pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
|
||||
pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f);
|
||||
//pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
||||
|
||||
// Remove depth mask when the model is transparent so it doesn't cut thorugh sprites // SRB2CBTODO: For all stuff too?!
|
||||
if (color && color[3] < 255)
|
||||
{
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
||||
pglDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
val = *gl_cmd_buffer++;
|
||||
|
||||
|
@ -1675,7 +1703,6 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
|
|||
if (color)
|
||||
pglDisable(GL_LIGHTING);
|
||||
pglShadeModel(GL_FLAT);
|
||||
pglDepthMask(GL_TRUE);
|
||||
pglDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
|
@ -1822,10 +1849,25 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2])
|
|||
}
|
||||
#endif //SHUFFLE
|
||||
|
||||
// Sryder: This needs to be called whenever the screen changes resolution in order to reset the screen textures to use
|
||||
// a new size
|
||||
EXPORT void HWRAPI(FlushScreenTextures) (void)
|
||||
{
|
||||
pglDeleteTextures(1, &screentexture);
|
||||
pglDeleteTextures(1, &startScreenWipe);
|
||||
pglDeleteTextures(1, &endScreenWipe);
|
||||
pglDeleteTextures(1, &finalScreenTexture);
|
||||
screentexture = 0;
|
||||
startScreenWipe = 0;
|
||||
endScreenWipe = 0;
|
||||
finalScreenTexture = 0;
|
||||
}
|
||||
|
||||
// Create Screen to fade from
|
||||
EXPORT void HWRAPI(StartScreenWipe) (void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (startScreenWipe == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
|
@ -1834,20 +1876,29 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
|
|||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
startScreenWipe = SCRTEX_STARTSCREENWIPE;
|
||||
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = startScreenWipe;
|
||||
}
|
||||
|
||||
// Create Screen to fade to
|
||||
EXPORT void HWRAPI(EndScreenWipe)(void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (endScreenWipe == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
|
@ -1856,14 +1907,22 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
|
|||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
endScreenWipe = SCRTEX_ENDSCREENWIPE;
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = endScreenWipe;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1905,7 +1964,7 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
|
|||
|
||||
pglEnd();
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
tex_downloaded = screentexture;
|
||||
}
|
||||
|
||||
// Do screen fades!
|
||||
|
@ -1993,6 +2052,7 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
|
||||
pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
|
||||
pglActiveTexture(GL_TEXTURE0);
|
||||
tex_downloaded = endScreenWipe;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2017,9 +2077,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
pglTexCoord2f(xfix, 0.0f);
|
||||
pglVertex3f(1.0f, -1.0f, 1.0f);
|
||||
pglEnd();
|
||||
tex_downloaded = endScreenWipe;
|
||||
}
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
}
|
||||
|
||||
|
||||
|
@ -2027,6 +2086,7 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
|
|||
EXPORT void HWRAPI(MakeScreenTexture) (void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (screentexture == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
|
@ -2035,19 +2095,28 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
|
|||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
screentexture = SCRTEX_SCREENTEXTURE;
|
||||
pglBindTexture(GL_TEXTURE_2D, screentexture);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = screentexture;
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (finalScreenTexture == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
|
@ -2056,20 +2125,31 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
|
|||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
finalScreenTexture = SCRTEX_FINALSCREENTEXTURE;
|
||||
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = finalScreenTexture;
|
||||
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
|
||||
{
|
||||
float xfix, yfix;
|
||||
float origaspect, newaspect;
|
||||
float xoff = 1, yoff = 1; // xoffset and yoffset for the polygon to have black bars around the screen
|
||||
FRGBAFloat clearColour;
|
||||
INT32 texsize = 2048;
|
||||
|
||||
if(screen_width <= 1024)
|
||||
|
@ -2080,35 +2160,47 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
|
|||
xfix = 1/((float)(texsize)/((float)((screen_width))));
|
||||
yfix = 1/((float)(texsize)/((float)((screen_height))));
|
||||
|
||||
//pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
origaspect = (float)screen_width / screen_height;
|
||||
newaspect = (float)width / height;
|
||||
if (origaspect < newaspect)
|
||||
{
|
||||
xoff = origaspect / newaspect;
|
||||
yoff = 1;
|
||||
}
|
||||
else if (origaspect > newaspect)
|
||||
{
|
||||
xoff = 1;
|
||||
yoff = newaspect / origaspect;
|
||||
}
|
||||
|
||||
pglViewport(0, 0, width, height);
|
||||
|
||||
clearColour.red = clearColour.green = clearColour.blue = 0;
|
||||
clearColour.alpha = 1;
|
||||
ClearBuffer(true, false, &clearColour);
|
||||
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
|
||||
pglBegin(GL_QUADS);
|
||||
|
||||
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
// Bottom left
|
||||
pglTexCoord2f(0.0f, 0.0f);
|
||||
pglVertex3f(-1, -1, 1.0f);
|
||||
pglVertex3f(-xoff, -yoff, 1.0f);
|
||||
|
||||
// Top left
|
||||
pglTexCoord2f(0.0f, yfix);
|
||||
pglVertex3f(-1, 1, 1.0f);
|
||||
pglVertex3f(-xoff, yoff, 1.0f);
|
||||
|
||||
// Top right
|
||||
pglTexCoord2f(xfix, yfix);
|
||||
pglVertex3f(1, 1, 1.0f);
|
||||
pglVertex3f(xoff, yoff, 1.0f);
|
||||
|
||||
// Bottom right
|
||||
pglTexCoord2f(xfix, 0.0f);
|
||||
pglVertex3f(1, -1, 1.0f);
|
||||
pglVertex3f(xoff, -yoff, 1.0f);
|
||||
|
||||
pglEnd();
|
||||
|
||||
SetModelView(screen_width, screen_height);
|
||||
SetStates();
|
||||
|
||||
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
|
||||
tex_downloaded = finalScreenTexture;
|
||||
}
|
||||
|
||||
#endif //HWRENDER
|
||||
|
|
|
@ -94,6 +94,7 @@ void *hwSym(const char *funcName,void *handle)
|
|||
#ifdef SHUFFLE
|
||||
GETFUNC(PostImgRedraw);
|
||||
#endif //SHUFFLE
|
||||
GETFUNC(FlushScreenTextures);
|
||||
GETFUNC(StartScreenWipe);
|
||||
GETFUNC(EndScreenWipe);
|
||||
GETFUNC(DoScreenWipe);
|
||||
|
|
|
@ -1446,6 +1446,7 @@ void I_StartupGraphics(void)
|
|||
#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);
|
||||
|
|
|
@ -214,8 +214,11 @@ void OglSdlFinishUpdate(boolean waitvbl)
|
|||
HWR_DrawScreenFinalTexture(sdlw, sdlh);
|
||||
SDL_GL_SwapWindow(window);
|
||||
|
||||
SetModelView(realwidth, realheight);
|
||||
SetStates();
|
||||
GClipRect(0, 0, realwidth, realheight, NZCLIP_PLANE);
|
||||
|
||||
// Sryder: We need to draw the final screen texture again into the other buffer in the original position so that
|
||||
// effects that want to take the old screen can do so after this
|
||||
HWR_DrawScreenFinalTexture(realwidth, realheight);
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI( OglSdlSetPalette) (RGBA_t *palette, RGBA_t *pgamma)
|
||||
|
|
|
@ -1405,14 +1405,6 @@ void V_DrawPatchFill(patch_t *pat)
|
|||
INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
|
||||
INT32 x, y, pw = SHORT(pat->width) * dupz, ph = SHORT(pat->height) * dupz;
|
||||
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
{
|
||||
pw = FixedMul(SHORT(pat->width)*FRACUNIT, vid.fdupx)>>FRACBITS;
|
||||
ph = FixedMul(SHORT(pat->height)*FRACUNIT, vid.fdupy)>>FRACBITS;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (x = 0; x < vid.width; x += pw)
|
||||
{
|
||||
for (y = 0; y < vid.height; y += ph)
|
||||
|
|
|
@ -117,6 +117,7 @@ static loadfunc_t hwdFuncTable[] = {
|
|||
#ifdef SHUFFLE
|
||||
{"PostImgRedraw@4", &hwdriver.pfnPostImgRedraw},
|
||||
#endif
|
||||
{"FlushScreenTextures@0",&hwdriver.pfnFlushScreenTextures},
|
||||
{"StartScreenWipe@0", &hwdriver.pfnStartScreenWipe},
|
||||
{"EndScreenWipe@0", &hwdriver.pfnEndScreenWipe},
|
||||
{"DoScreenWipe@4", &hwdriver.pfnDoScreenWipe},
|
||||
|
@ -147,6 +148,7 @@ static loadfunc_t hwdFuncTable[] = {
|
|||
#ifdef SHUFFLE
|
||||
{"PostImgRedraw", &hwdriver.pfnPostImgRedraw},
|
||||
#endif
|
||||
{"FlushScreenTextures"},&hwdriver.pfnFlushScreenTextures},
|
||||
{"StartScreenWipe", &hwdriver.pfnStartScreenWipe},
|
||||
{"EndScreenWipe", &hwdriver.pfnEndScreenWipe},
|
||||
{"DoScreenWipe", &hwdriver.pfnDoScreenWipe},
|
||||
|
|
Loading…
Reference in a new issue