Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4

This commit is contained in:
Rachael Alexanderson 2017-11-21 05:23:00 -05:00
commit 505da5bf4f
10 changed files with 69 additions and 78 deletions

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@ -583,7 +583,7 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
// We have a -iwad parameter. Pick the first usable IWAD we found through that.
for (unsigned i = numFoundWads; i < mFoundWads.Size(); i++)
{
if (mFoundWads[i].mInfoIndex > 0)
if (mFoundWads[i].mInfoIndex >= 0)
{
picks.Push(mFoundWads[i]);
break;

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@ -269,7 +269,7 @@ extern int ScriptDepth;
inline float ParseFloat(FScanner &sc)
{
sc.GetFloat();
sc.MustGetFloat();
return float(sc.Float);
}
@ -277,7 +277,7 @@ inline float ParseFloat(FScanner &sc)
inline int ParseInt(FScanner &sc)
{
sc.GetNumber();
sc.MustGetNumber();
return sc.Number;
}

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@ -938,7 +938,7 @@ int FGLRenderer::PTM_BestColor (const uint32_t *pal_in, int r, int g, int b, int
static bool firstTime = true;
static float trackpowtable = 0.;
double fbestdist, fdist;
double fbestdist = DBL_MAX, fdist;
int bestcolor = 0;
if (firstTime || trackpowtable != gl_paltonemap_powtable)

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@ -682,6 +682,7 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
PostProcessShader shaderdesc;
shaderdesc.Target = sc.String;
shaderdesc.Target.ToLower();
bool validTarget = false;
if (sc.Compare("beforebloom")) validTarget = true;

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@ -265,11 +265,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
alpha.ShouldCycle(true);
alpha.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
sc.MustGetFloat();
start = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
end = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
alpha.SetParams(start, end, cycle);
@ -287,11 +287,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
srcFactor.ShouldCycle(true);
srcFactor.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
sc.MustGetFloat();
start = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
end = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
srcFactor.SetParams(start, end, cycle);
@ -309,11 +309,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
dstFactor.ShouldCycle(true);
dstFactor.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
sc.MustGetFloat();
start = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
end = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
dstFactor.SetParams(start, end, cycle);
@ -351,23 +351,23 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
g.SetCycleType(type);
b.SetCycleType(type);
sc.GetFloat();
sc.MustGetFloat();
r1 = float(sc.Float);
sc.GetFloat();
sc.MustGetFloat();
g1 = float(sc.Float);
sc.GetFloat();
sc.MustGetFloat();
b1 = float(sc.Float);
// get color2
sc.GetFloat();
sc.MustGetFloat();
r2 = float(sc.Float);
sc.GetFloat();
sc.MustGetFloat();
g2 = float(sc.Float);
sc.GetFloat();
sc.MustGetFloat();
b2 = float(sc.Float);
// get cycle time
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
r.SetParams(r1, r2, cycle);
@ -376,11 +376,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else
{
sc.GetFloat();
sc.MustGetFloat();
r1 = float(sc.Float);
sc.GetFloat();
sc.MustGetFloat();
g1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
b1 = sc.Float;
r.SetParams(r1, r1, 0.f);
@ -390,9 +390,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else if (sc.Compare("center"))
{
sc.GetFloat();
sc.MustGetFloat();
centerX = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
centerY = sc.Float;
}
else if (sc.Compare("emissive"))
@ -407,17 +407,17 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
adjustX.ShouldCycle(true);
adjustY.ShouldCycle(true);
sc.GetFloat();
sc.MustGetFloat();
r1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
r2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
offsetX = r1;
@ -428,9 +428,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else
{
sc.GetFloat();
sc.MustGetFloat();
offsetX = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
offsetY = sc.Float;
}
}
@ -447,12 +447,12 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else if (sc.Compare("rotate"))
{
sc.GetFloat();
sc.MustGetFloat();
rotate = sc.Float;
}
else if (sc.Compare("rotation"))
{
sc.GetFloat();
sc.MustGetFloat();
rotation = sc.Float;
}
else if (sc.Compare("scale"))
@ -462,17 +462,17 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
scaleX.ShouldCycle(true);
scaleY.ShouldCycle(true);
sc.GetFloat();
sc.MustGetFloat();
r1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
r2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
scaleX.SetParams(r1, g1, cycle);
@ -480,9 +480,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else
{
sc.GetFloat();
sc.MustGetFloat();
scaleX.SetParams(sc.Float, sc.Float, 0.f);
sc.GetFloat();
sc.MustGetFloat();
scaleY.SetParams(sc.Float, sc.Float, 0.f);
}
}
@ -510,15 +510,15 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
vectorX.ShouldCycle(true);
vectorY.ShouldCycle(true);
sc.GetFloat();
sc.MustGetFloat();
r1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g1 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
r2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
g2 = sc.Float;
sc.GetFloat();
sc.MustGetFloat();
cycle = sc.Float;
vectorX.SetParams(r1, r2, cycle);
@ -526,9 +526,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc)
}
else
{
sc.GetFloat();
sc.MustGetFloat();
vectorX.SetParams(sc.Float, sc.Float, 0.f);
sc.GetFloat();
sc.MustGetFloat();
vectorY.SetParams(sc.Float, sc.Float, 0.f);
}
}

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@ -564,7 +564,7 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
else sc.UnGet();
sc.MustGetString();
FTextureID no = TexMan.CheckForTexture(sc.String, type);
FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable);
FTexture *tex = TexMan[no];
sc.MustGetToken('{');

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@ -57,18 +57,17 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double spriteWidth = thingxscalemul * tex->GetWidth();
double spriteHeight = thingyscalemul * tex->GetHeight();
pos.X += spriteHalfWidth;
double offsetX;
if (flipTextureX)
offsetX = (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
offsetX = tex->LeftOffset * thingxscalemul;
left = DVector2(pos.X - viewpoint.Sin * spriteHalfWidth, pos.Y + viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + viewpoint.Sin * spriteHalfWidth, pos.Y - viewpoint.Cos * spriteHalfWidth);
left = DVector2(pos.X - viewpoint.Sin * offsetX, pos.Y + viewpoint.Cos * offsetX);
right = DVector2(left.X + viewpoint.Sin * spriteWidth, left.Y - viewpoint.Cos * spriteWidth);
return true;
}
@ -81,36 +80,26 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 thingpos = thing->InterpolatedPosition(viewpoint.TicFrac);
DVector3 pos = thingpos;
double posZ = thingpos.Z;
uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
if (spritetype == RF_FACESPRITE)
pos.Z -= thing->Floorclip;
posZ -= thing->Floorclip;
if (thing->flags2 & MF2_FLOATBOB)
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
posZ += thing->GetBobOffset(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double thingyscalemul = thing->Scale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
pos.X += spriteHalfWidth;
pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul;
pos.Z = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, pos.Z);
posZ -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul;
posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ);
//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
@ -142,7 +131,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].z = (float)(posZ + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);

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@ -699,9 +699,9 @@ void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname)
is32bit = !!sc.Compare("force32bit");
if (!is32bit) sc.UnGet();
sc.GetNumber();
sc.MustGetNumber();
width = sc.Number;
sc.GetNumber();
sc.MustGetNumber();
height = sc.Number;
if (lumpnum>=0)

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@ -651,6 +651,7 @@ struct TVector3
TVector3 &operator ^= (const TVector3 &other)
{
*this = *this ^ other;
return *this;
}
};

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@ -1223,7 +1223,7 @@ void D3DFB::Flip()
{
RECT box;
GetClientRect(Window, &box);
if (box.right > 0 && box.right > 0 && (Width != box.right || Height != box.bottom))
if (box.right > 0 && box.bottom > 0 && (Width != box.right || Height != box.bottom))
{
Resize(box.right, box.bottom);