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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-21 20:11:12 +00:00
Merge branch 'master' into sdl2
This commit is contained in:
commit
ea2e1a1144
7 changed files with 34 additions and 37 deletions
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@ -268,10 +268,6 @@ static void D_Display(void)
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&& wipedefs[wipedefindex] != UINT8_MAX)
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{
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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#ifdef HWRENDER
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if(rendermode != render_soft)
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HWR_PrepFadeToBlack();
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#endif
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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}
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@ -288,8 +288,7 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
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if (drawMenu)
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M_Drawer(); // menu is drawn even on top of wipes
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if (rendermode == render_soft)
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I_FinishUpdate(); // page flip or blit buffer
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I_FinishUpdate(); // page flip or blit buffer
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if (moviemode)
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M_SaveFrame();
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@ -1420,6 +1420,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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texturevpegtop += gr_sidedef->rowoffset;
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// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
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texturevpegtop %= SHORT(textures[texturetranslation[gr_sidedef->toptexture]]->height)<<FRACBITS;
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wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
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wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
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wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
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@ -1459,6 +1462,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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texturevpegbottom += gr_sidedef->rowoffset;
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// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
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texturevpegbottom %= SHORT(textures[texturetranslation[gr_sidedef->bottomtexture]]->height)<<FRACBITS;
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wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
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wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
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wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
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@ -1648,12 +1654,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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break;
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}
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Environment;
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blendmode = PF_Translucent;
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if (gr_frontsector->numlights)
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{
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if (!(blendmode & PF_Masked))
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT);
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT);
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else
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
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}
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@ -4629,7 +4635,8 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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ClearColor.blue = 0.0f;
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ClearColor.alpha = 1.0f;
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HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
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if (viewnumber == 0) // Only do it if it's the first screen being rendered
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HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
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if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
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HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
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@ -5340,24 +5347,6 @@ void HWR_EndScreenWipe(void)
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HWD.pfnEndScreenWipe();
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}
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// Prepare the screen for fading to black.
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void HWR_PrepFadeToBlack(void)
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{
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FOutVector v[4];
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INT32 flags;
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FSurfaceInfo Surf;
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v[0].x = v[2].y = v[3].x = v[3].y = -1.0f;
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v[0].y = v[1].x = v[1].y = v[2].x = 1.0f;
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v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
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flags = PF_Modulated | PF_Clip | PF_NoZClip | PF_NoDepthTest | PF_NoTexture;
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Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x00;
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Surf.FlatColor.s.alpha = 0xff;
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HWD.pfnDrawPolygon(&Surf, v, 4, flags);
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}
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void HWR_DrawIntermissionBG(void)
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{
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HWD.pfnDrawIntermissionBG();
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@ -5365,14 +5354,15 @@ void HWR_DrawIntermissionBG(void)
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void HWR_DoScreenWipe(void)
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{
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HWRWipeCounter -= 0.035f;
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//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
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HWD.pfnDoScreenWipe(HWRWipeCounter);
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I_OsPolling();
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I_FinishUpdate();
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// This works for all the cases in vanilla until fade masks get done
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HWRWipeCounter -= 0.05f; // Go less opaque after
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if (HWRWipeCounter < 0)
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HWRWipeCounter = 0;
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}
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#endif // HWRENDER
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@ -64,7 +64,6 @@ void HWR_DoPostProcessor(player_t *player);
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void HWR_StartScreenWipe(void);
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void HWR_EndScreenWipe(void);
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void HWR_DoScreenWipe(void);
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void HWR_PrepFadeToBlack(void);
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void HWR_DrawIntermissionBG(void);
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// This stuff is put here so MD2's can use them
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@ -1179,6 +1179,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
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md2_loadTexture(md2);
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gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
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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
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{
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// This is safe, since we know the texture has been downloaded
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@ -2016,6 +2016,8 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
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#endif
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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}
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// Create Screen to fade to
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@ -2043,6 +2045,8 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
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#endif
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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}
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@ -2060,7 +2064,7 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
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xfix = 1/((float)(texsize)/((float)((screen_width))));
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yfix = 1/((float)(texsize)/((float)((screen_height))));
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//pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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pglBindTexture(GL_TEXTURE_2D, screentexture);
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pglBegin(GL_QUADS);
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@ -2083,6 +2087,8 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
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pglVertex3f(1.0f, -1.0f, 1.0f);
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pglEnd();
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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}
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// Do screen fades!
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@ -2102,6 +2108,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
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// Draw the screen on bottom to fade to
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pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
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pglBegin(GL_QUADS);
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@ -2124,6 +2132,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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pglVertex3f(1.0f, -1.0f, 1.0f);
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pglEnd();
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SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
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// Draw the screen on top that fades.
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pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
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pglBegin(GL_QUADS);
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@ -2146,6 +2156,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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pglVertex3f(1.0f, -1.0f, 1.0f);
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pglEnd();
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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}
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@ -2174,6 +2186,8 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
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#endif
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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}
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#endif //HWRENDER
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@ -2435,10 +2435,7 @@ noscript:
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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#ifdef HWRENDER
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if(rendermode != render_soft)
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HWR_PrepFadeToBlack();
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#endif
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_level_toblack], false);
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