diff --git a/src/doomdef.h b/src/doomdef.h index 3649db08e..d4ad4a68a 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -469,7 +469,7 @@ extern const char *compdate, *comptime, *comprevision; #if !defined (_NDS) && !defined (_PSP) /// Shuffle's incomplete OpenGL sorting code. -//#define SHUFFLE +#define SHUFFLE // This has nothing to do with sorting, why was it disabled? #endif #if !defined (_NDS) && !defined (_PSP) diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 6dc0f0f79..43d4537fd 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -209,6 +209,76 @@ void HWR_DrawSciencePatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, HWD.pfnDrawPolygon(NULL, v, 4, flags); } +void HWR_DrawCroppedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h) +{ + FOutVector v[4]; + FBITFIELD flags; + + float cx = FIXED_TO_FLOAT(x); + float cy = FIXED_TO_FLOAT(y); + +// 3--2 +// | /| +// |/ | +// 0--1 + float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f; + float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f; + float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(scale); + float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(scale); + + // make patch ready in hardware cache + HWR_GetPatch(gpatch); + + switch (option & V_SCALEPATCHMASK) + { + case V_NOSCALEPATCH: + pdupx = pdupy = 2.0f; + break; + case V_SMALLSCALEPATCH: + pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx); + pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy); + break; + case V_MEDSCALEPATCH: + pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx); + pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy); + break; + } + + if (option & V_NOSCALESTART) + sdupx = sdupy = 2.0f; + + v[0].x = v[3].x = (cx*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1; + v[2].x = v[1].x = ((cx-sx)*sdupx+(w-gpatch->leftoffset)*pdupx)/vid.width - 1; + v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height; + v[2].y = v[3].y = 1-((cy-sy)*sdupy+(h-gpatch->topoffset)*pdupy)/vid.height; + + v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + + v[0].sow = v[3].sow = ((float)sx/(float)gpatch->height); + v[2].sow = v[1].sow = gpatch->max_s*((float)w/(float)gpatch->width); + v[0].tow = v[1].tow = ((float)sy/(float)gpatch->height); + v[2].tow = v[3].tow = gpatch->max_t*((float)h/(float)gpatch->height); + + flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; + + if (option & V_WRAPX) + flags |= PF_ForceWrapX; + if (option & V_WRAPY) + flags |= PF_ForceWrapY; + + // clip it since it is used for bunny scroll in doom I + if (option & V_TRANSLUCENT) + { + FSurfaceInfo Surf; + Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; + Surf.FlatColor.s.alpha = (UINT8)cv_grtranslucenthud.value; + flags |= PF_Modulated; + HWD.pfnDrawPolygon(&Surf, v, 4, flags); + } + else + HWD.pfnDrawPolygon(NULL, v, 4, flags); +} + void HWR_DrawClippedPatch (GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option) { // hardware clips the patch quite nicely anyway :) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index b2b517737..18a287ee4 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1212,23 +1212,17 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo* if (list[i].caster) { - if (sector->lightlist[i].caster->flags & FF_SOLID && !(cutflag & FF_EXTRA)) - solid = true; - else if (sector->lightlist[i].caster->flags & FF_CUTEXTRA && cutflag & FF_EXTRA) + if (sector->lightlist[i].caster->flags & FF_FOG && cutflag & FF_FOG) // Only fog cuts fog { if (sector->lightlist[i].caster->flags & FF_EXTRA) { - if (sector->lightlist[i].caster->flags == cutflag) + if (sector->lightlist[i].caster->flags == cutflag) // only cut by the same solid = true; } else solid = true; } - else - solid = false; } - else - solid = false; height = FIXED_TO_FLOAT(list[i].height); @@ -3385,30 +3379,17 @@ noshadow: if (sector->numlights) { - INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false); + INT32 light; - if ((sector->lightlist[light].height > (spr->mobj->z + spr->mobj->height)) && !(sector->lightlist[light].flags & FF_NOSHADE)) - { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); - else - lightlevel = LightLevelToLum(255); + light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else // If we can't use the light at its bottom, we'll use the light at its top - { - light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); + else + lightlevel = LightLevelToLum(255); - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); - else - lightlevel = LightLevelToLum(255); - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } + if (sector->lightlist[light].extra_colormap) + colormap = sector->lightlist[light].extra_colormap; } else { diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index d3b3df667..2fc0ba8a0 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -45,6 +45,7 @@ void HWR_SetViewSize(void); void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); void HWR_DrawClippedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); void HWR_DrawSciencePatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale); +void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h); void HWR_DrawTranslucentPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option); void HWR_DrawSmallPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap); void HWR_DrawMappedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap); diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index fb012535c..79f7c905e 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1087,30 +1087,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr) if (sector->numlights) { - INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false); + INT32 light; - if (sector->lightlist[light].height > (spr->mobj->z + spr->mobj->height)) - { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); - else - lightlevel = LightLevelToLum(255); + light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else // If we can't use the light at its bottom, we'll use the light at its top - { - light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); + else + lightlevel = LightLevelToLum(255); - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel); - else - lightlevel = LightLevelToLum(255); - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } + if (sector->lightlist[light].extra_colormap) + colormap = sector->lightlist[light].extra_colormap; } else { @@ -1156,7 +1143,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) else { Surf.FlatColor.s.alpha = 0xFF; - blend = PF_Translucent; + blend = PF_Translucent|PF_Occlude; } // dont forget to enabled the depth test because we can't do this like @@ -1164,7 +1151,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) // 1. load model+texture if not already loaded // 2. draw model with correct position, rotation,... - if (spr->mobj->skin) + 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; @@ -1188,13 +1175,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr) return; } } - HWD.pfnSetBlend(blend); + //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; if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded) md2_loadTexture(md2); - else if (gpatch->mipmap.grInfo.format) + + if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture { // This is safe, since we know the texture has been downloaded HWD.pfnSetTexture(&gpatch->mipmap); @@ -1211,7 +1199,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) buff = md2->model->glCommandBuffer; curr = &md2->model->frames[frame]; if (cv_grmd2.value == 1 - && spr->mobj->state->nextstate != S_NULL + && spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL && !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND])) { const INT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames; diff --git a/src/screen.c b/src/screen.c index 666f2e1e2..4389a15d5 100644 --- a/src/screen.c +++ b/src/screen.c @@ -227,7 +227,7 @@ void SCR_Startup(void) vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT); vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT); - vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); + //vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); // This was just placing it incorrectly at non aspect correct resolutions vid.meddupx = (UINT8)(vid.dupx >> 1) + 1; vid.meddupy = (UINT8)(vid.dupy >> 1) + 1; @@ -269,7 +269,7 @@ void SCR_Recalc(void) vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT); vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT); - vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); + //vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); // This was just placing it incorrectly at non aspect correct resolutions //vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS); vid.baseratio = FRACUNIT; diff --git a/src/v_video.c b/src/v_video.c index 17cd43629..034c52147 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -1040,8 +1040,9 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, INT32 scrn, patch_t *patch, fixed_ const UINT8 *source, *deststop; #ifdef HWRENDER - // fuck off + // Done if (rendermode != render_soft && rendermode != render_none) + HWR_DrawCroppedPatch((GLPatch_t *)patch, x, y, scrn, science, sx, sy, w, h); return; #endif