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OpenGL Screen Flip
Screen flipping in OpenGL is no longer done by inverting the screen polygons.
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81627a847f
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4 changed files with 55 additions and 25 deletions
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@ -108,6 +108,7 @@ typedef struct
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FLOAT scalex,scaley,scalez;
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FLOAT fovxangle, fovyangle;
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INT32 splitscreen;
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boolean flip; // screenflip
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} FTransform;
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// Transformed vector, as passed to HWR API
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@ -4475,6 +4475,12 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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// It should replace all other gr_viewxxx when finished
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atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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if (postimgtype == postimg_flip)
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atransform.flip = true;
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else
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atransform.flip = false;
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atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
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atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
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atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
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@ -4488,6 +4494,12 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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// Transform for sprites
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stransform.anglex = 0.0f;
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stransform.angley = -270.0f;
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if (postimgtype == postimg_flip)
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stransform.flip = true;
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else
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stransform.flip = false;
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stransform.x = 0.0f;
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stransform.y = 0.0f;
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stransform.z = 0.0f;
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@ -4687,6 +4699,12 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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// It should replace all other gr_viewxxx when finished
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atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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if (postimgtype == postimg_flip)
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atransform.flip = true;
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else
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atransform.flip = false;
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atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
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atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
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atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
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@ -4700,6 +4718,12 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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// Transform for sprites
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stransform.anglex = 0.0f;
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stransform.angley = -270.0f;
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if (postimgtype == postimg_flip)
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stransform.flip = true;
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else
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stransform.flip = false;
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stransform.x = 0.0f;
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stransform.y = 0.0f;
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stransform.z = 0.0f;
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@ -5312,25 +5336,12 @@ void HWR_DoPostProcessor(player_t *player)
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}
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HWD.pfnPostImgRedraw(v);
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disStart += 1;
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}
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else if (postimgtype == postimg_flip) //We like our screens inverted.
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{
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// 10 by 10 grid. 2 coordinates (xy)
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float v[SCREENVERTS][SCREENVERTS][2];
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UINT8 x, y;
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UINT8 flipy;
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for (x = 0; x < SCREENVERTS; x++)
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{
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for (y = 0, flipy = SCREENVERTS; y < SCREENVERTS; y++, flipy--)
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{
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// Flip the screen.
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v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
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v[x][y][1] = (flipy/((float)(SCREENVERTS-1.0f)/9.0f))-5.5f;
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}
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}
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HWD.pfnPostImgRedraw(v);
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// Capture the screen again for screen waving on the intermission
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if(gamestate != GS_INTERMISSION)
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HWD.pfnMakeScreenTexture();
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}
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// Flipping of the screen isn't done here anymore
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#endif // SHUFFLE
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}
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@ -1244,6 +1244,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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// SRB2CBTODO: MD2 scaling support
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finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
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if (postimgtype == postimg_flip)
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p.flip = true;
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else
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p.flip = false;
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HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);
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@ -628,9 +628,6 @@ void SetStates(void)
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#ifdef GL_LIGHT_MODEL_AMBIENT
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GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
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#endif
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#ifndef KOS_GL_COMPATIBILITY
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GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
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#endif
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DBG_Printf("SetStates()\n");
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@ -693,9 +690,6 @@ void SetStates(void)
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pglLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightDiffuse);
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pglEnable(GL_LIGHT0);
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#endif
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#ifndef KOS_GL_COMPATIBILITY
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pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
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#endif
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// bp : when no t&l :)
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pglLoadIdentity();
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@ -1720,6 +1714,11 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
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float scalex, scaley, scalez;
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scalex = scaley = scalez = scale;
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// Because Otherwise, scaling the screen negatively vertically breaks the lighting
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#ifndef KOS_GL_COMPATIBILITY
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GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
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#endif
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if (duration == 0)
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duration = 1;
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@ -1760,10 +1759,19 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
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pglEnable(GL_CULL_FACE);
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if (flipped)
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// pos->flip is if the screen is flipped too
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if (flipped != pos->flip) // If either are active, but not both, invert the model's culling
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{
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pglCullFace(GL_FRONT);
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}
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else
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{
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pglCullFace(GL_BACK);
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}
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#ifndef KOS_GL_COMPATIBILITY
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pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
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#endif
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pglShadeModel(GL_SMOOTH);
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if (color)
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@ -1872,7 +1880,12 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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{
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// keep a trace of the transformation for md2
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memcpy(&md2_transform, stransform, sizeof (md2_transform));
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if (stransform->flip)
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pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
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else
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pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
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pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f);
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pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
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pglTranslatef(-stransform->x, -stransform->z, -stransform->y);
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