Merge branch 'master' into modern

This commit is contained in:
Christoph Oelckers 2018-07-14 10:24:41 +02:00
commit 124fe63d00
22 changed files with 464 additions and 166 deletions

View file

@ -2364,16 +2364,17 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
spawned->flags &= ~MF_FRIENDLY;
spawned->health = spawned->SpawnHealth();
}
}
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
{
spawned->Angles.Yaw = source->Angles.Yaw - angle;
spawned->tid = tid;
spawned->special = special;
for(i = 0; i < 5; i++) {
spawned->args[i] = args[i];
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
{
spawned->Angles.Yaw = source->Angles.Yaw - angle;
spawned->tid = tid;
spawned->special = special;
for(i = 0; i < 5; i++) {
spawned->args[i] = args[i];
}
if(tid) spawned->AddToHash();
}
if(tid) spawned->AddToHash();
}
}
}

View file

@ -106,17 +106,17 @@ void G_VerifySkill();
CUSTOM_CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (level.info->brightfog == -1) level.brightfog = self;
if (level.info == nullptr || level.info->brightfog == -1) level.brightfog = self;
}
CUSTOM_CVAR(Bool, gl_lightadditivesurfaces, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (level.info->lightadditivesurfaces == -1) level.lightadditivesurfaces = self;
if (level.info == nullptr || level.info->lightadditivesurfaces == -1) level.lightadditivesurfaces = self;
}
CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
{
if (level.info->notexturefill == -1) level.notexturefill = self;
if (level.info == nullptr || level.info->notexturefill == -1) level.notexturefill = self;
}
CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL)

View file

@ -112,7 +112,7 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
FMaterial *tex = FMaterial::ValidateTexture(texture, true);
FMaterial *tex = FMaterial::ValidateTexture(texture, false);
// now clip the decal to the actual polygon

View file

@ -737,6 +737,15 @@ int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int
else if (classname != mo->GetClass())
continue;
if (mo->IsKindOf(RUNTIME_CLASS(AInventory)))
{
// Skip owned item because its position could remain unchanged since attachment to owner
// Most likely it is the last location of this item in the world before pick up
AInventory *const inventory = static_cast<AInventory*>(mo);
if (inventory != nullptr && inventory->Owner != nullptr)
continue;
}
// [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use
// Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly.
// Ripped from sphere checking in A_RadiusGive (along with a number of things).

View file

@ -148,8 +148,6 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECMF_DRAWN;
bool mainBSP = sub->polys == nullptr;
if (sub->polys)
{
if (sub->BSP == nullptr || sub->BSP->bDirty)
@ -172,35 +170,27 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
{
RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
}
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
}
else
PolyTransferHeights fakeflat(sub);
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
for (uint32_t i = 0; i < sub->numlines; i++)
{
PolyTransferHeights fakeflat(sub);
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
for (uint32_t i = 0; i < sub->numlines; i++)
if (Cull.IsLineSegVisible(subsectorDepth, i))
{
if (Cull.IsLineSegVisible(subsectorDepth, i))
{
seg_t *line = &sub->firstline[i];
RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
}
seg_t *line = &sub->firstline[i];
RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
}
}
if (mainBSP)
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = Particles + i;
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
}
particle_t *particle = Particles + i;
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
}
}

View file

@ -372,7 +372,7 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
{
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
if (fullbrightSprite)
if (fullbrightSprite || !r_dynlights)
{
args.SetDynLightColor(0);
return;

View file

@ -35,9 +35,6 @@
#import <Carbon/Carbon.h>
// Avoid collision between DObject class and Objective-C
#define Class ObjectClass
#include "c_console.h"
#include "c_cvars.h"
#include "c_dispatch.h"
@ -49,8 +46,6 @@
#include "v_video.h"
#include "events.h"
#undef Class
EXTERN_CVAR(Int, m_use_mouse)

View file

@ -36,9 +36,6 @@
#include <sys/sysctl.h>
// Avoid collision between DObject class and Objective-C
#define Class ObjectClass
#include "c_console.h"
#include "c_cvars.h"
#include "cmdlib.h"
@ -48,8 +45,6 @@
#include "st_console.h"
#include "version.h"
#undef Class
#define ZD_UNUSED(VARIABLE) ((void)(VARIABLE))

View file

@ -35,9 +35,6 @@
#include "i_common.h"
// Avoid collision between DObject class and Objective-C
#define Class ObjectClass
#include "bitmap.h"
#include "c_dispatch.h"
#include "doomstat.h"
@ -54,8 +51,6 @@
#include "gl/system/gl_framebuffer.h"
#include "gl/textures/gl_samplers.h"
#undef Class
@implementation NSWindow(ExitAppOnClose)

View file

@ -33,9 +33,6 @@
**
*/
// Avoid collision between DObject class and Objective-C
#define Class ObjectClass
#include "cmdlib.h"
#include "d_main.h"
#include "version.h"
@ -44,8 +41,6 @@
#include "m_misc.h"
#include "gameconfigfile.h"
#undef Class
#include <Cocoa/Cocoa.h>
#include <wordexp.h>

View file

@ -28,11 +28,11 @@ float unpackuvert( uint32_t n, int c )
{
switch( c )
{
case 2:
case 0:
return ((int16_t)((n&0x7ff)<<5))/128.f;
case 1:
return ((int16_t)(((n>>11)&0x7ff)<<5))/128.f;
case 0:
case 2:
return ((int16_t)(((n>>22)&0x3ff)<<6))/128.f;
default:
return 0.f;
@ -41,66 +41,74 @@ float unpackuvert( uint32_t n, int c )
bool FUE1Model::Load( const char *filename, int lumpnum, const char *buffer, int length )
{
mLumpNum = lumpnum;
int lumpnum2;
FMemLump lump2;
const char *buffer2;
FString realfilename = Wads.GetLumpFullName(lumpnum);
if ( (size_t)realfilename.IndexOf("_d.3d") == realfilename.Len()-5 )
{
realfilename.Substitute("_d.3d","_a.3d");
lumpnum2 = Wads.CheckNumForFullName(realfilename);
lump2 = Wads.ReadLump(lumpnum2);
buffer2 = (char*)lump2.GetMem();
// map structures
dhead = (d3dhead*)(buffer);
dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
ahead = (a3dhead*)(buffer2);
averts = (uint32_t*)(buffer2+sizeof(a3dhead));
mDataLump = lumpnum;
mAnivLump = lumpnum2;
}
else
{
realfilename.Substitute("_a.3d","_d.3d");
lumpnum2 = Wads.CheckNumForFullName(realfilename);
lump2 = Wads.ReadLump(lumpnum2);
buffer2 = (char*)lump2.GetMem();
// map structures
dhead = (d3dhead*)(buffer2);
dpolys = (d3dpoly*)(buffer2+sizeof(d3dhead));
ahead = (a3dhead*)(buffer);
averts = (uint32_t*)(buffer+sizeof(a3dhead));
mAnivLump = lumpnum;
mDataLump = lumpnum2;
}
// set counters
numVerts = dhead->numverts;
numFrames = ahead->numframes;
numPolys = dhead->numpolys;
numGroups = 0;
groupIndices.Reset();
uint8_t used[256] = {0};
for ( int i=0; i<numPolys; i++ )
used[dpolys[i].texnum] = 1;
for ( int i=0; i<256; i++ )
{
if ( !used[i] ) continue;
groupIndices.Push(i);
numGroups++;
}
LoadGeometry();
return true;
}
void FUE1Model::LoadGeometry()
{
FMemLump lump, lump2;
const char *buffer, *buffer2;
lump = Wads.ReadLump(mDataLump);
buffer = (char*)lump.GetMem();
lump2 = Wads.ReadLump(mAnivLump);
buffer2 = (char*)lump2.GetMem();
// map structures
dhead = (d3dhead*)(buffer);
dpolys = (d3dpoly*)(buffer+sizeof(d3dhead));
ahead = (a3dhead*)(buffer2);
// detect deus ex format
if ( (ahead->framesize/dhead->numverts) == 8 )
{
averts = NULL;
dxverts = (dxvert*)(buffer2+sizeof(a3dhead));
}
else
{
averts = (uint32_t*)(buffer2+sizeof(a3dhead));
dxverts = NULL;
}
weaponPoly = -1;
// set counters
numVerts = dhead->numverts;
numFrames = ahead->numframes;
numPolys = dhead->numpolys;
numGroups = 0;
// populate vertex arrays
for ( int i=0; i<numFrames; i++ )
{
for ( int j=0; j<numVerts; j++ )
{
UE1Vertex Vert;
// unpack position
Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],2),
unpackuvert(averts[j+i*numVerts],0),
-unpackuvert(averts[j+i*numVerts],1));
if ( dxverts != NULL )
{
// convert padded XYZ16
Vert.Pos = FVector3(dxverts[j+i*numVerts].x,
dxverts[j+i*numVerts].z,
-dxverts[j+i*numVerts].y);
}
else
{
// convert packed XY11Z10
Vert.Pos = FVector3(unpackuvert(averts[j+i*numVerts],0),
unpackuvert(averts[j+i*numVerts],2),
-unpackuvert(averts[j+i*numVerts],1));
}
// push vertex (without normals, will be calculated later)
verts.Push(Vert);
}
@ -115,7 +123,11 @@ void FUE1Model::LoadGeometry()
// unpack coords
for ( int j=0; j<3; j++ )
Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
Poly.texNum = dpolys[i].texnum;
// compute facet normal
FVector3 dir[2];
dir[0] = verts[Poly.V[1]].Pos-verts[Poly.V[0]].Pos;
dir[1] = verts[Poly.V[2]].Pos-verts[Poly.V[0]].Pos;
Poly.Normal = dir[0]^dir[1];
// push
polys.Push(Poly);
}
@ -130,37 +142,61 @@ void FUE1Model::LoadGeometry()
for ( int k=0; k<numPolys; k++ )
{
if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
FVector3 vert[3], dir[2], norm;
// compute facet normal
for ( int l=0; l<3; l++ )
vert[l] = verts[polys[k].V[l]+numVerts*i].Pos;
dir[0] = vert[1]-vert[0];
dir[1] = vert[2]-vert[0];
norm = dir[0]^dir[1];
nsum += norm.Unit();
nsum += polys[k].Normal;
}
verts[j+numVerts*i].Normal = nsum.Unit();
}
}
// populate skin groups
for ( int i=0; i<numGroups; i++ )
// populate poly groups (subdivided by texture number and type)
// this method minimizes searches in the group list as much as possible
// while still doing a single pass through the poly list
int curgroup = -1;
UE1Group Group;
for ( int i=0; i<numPolys; i++ )
{
UE1Group Group;
Group.numPolys = 0;
for ( int j=0; j<numPolys; j++ )
// while we're at it, look for the weapon triangle
if ( dpolys[i].type&PT_WeaponTriangle ) weaponPoly = i;
if ( curgroup == -1 )
{
if ( polys[j].texNum != groupIndices[i] )
continue;
Group.P.Push(j);
Group.numPolys++;
// no group, create it
Group.P.Reset();
Group.numPolys = 0;
Group.texNum = dpolys[i].texnum;
Group.type = dpolys[i].type;
groups.Push(Group);
curgroup = numGroups++;
}
groups.Push(Group);
else if ( (dpolys[i].texnum != groups[curgroup].texNum) || (dpolys[i].type != groups[curgroup].type) )
{
// different attributes than last time
// search for existing group with new attributes, create one if not found
curgroup = -1;
for ( int j=0; j<numGroups; j++ )
{
if ( (groups[j].texNum != dpolys[i].texnum) || (groups[j].type != dpolys[i].type) ) continue;
curgroup = j;
break;
}
// counter the increment that will happen after continuing this loop
// otherwise it'll be skipped over
i--;
continue;
}
groups[curgroup].P.Push(i);
groups[curgroup].numPolys++;
}
// ... and it's finally done
mDataLoaded = true;
}
void FUE1Model::UnloadGeometry()
{
mDataLoaded = false;
weaponPoly = -1;
numVerts = 0;
numFrames = 0;
numPolys = 0;
numGroups = 0;
verts.Reset();
polys.Reset();
for ( int i=0; i<numGroups; i++ )
@ -184,17 +220,25 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
for ( int i=0; i<numGroups; i++ )
{
vsize = groups[i].numPolys*3;
if ( groups[i].type&PT_WeaponTriangle )
{
// weapon triangle should never be drawn, it only exists to calculate attachment position and orientation
vofs += vsize;
continue;
}
FTexture *sskin = skin;
if ( !sskin )
{
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
sskin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i]);
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
sskin = TexMan(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum]);
if ( !sskin )
{
vofs += vsize;
continue;
}
}
// TODO: Handle per-group render styles and other flags once functions for it are implemented
// Future note: poly renderstyles should always be enforced unless the actor itself has a style other than Normal
renderer->SetMaterial(sskin,false,translation);
GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
renderer->DrawArrays(0,vsize);
@ -207,6 +251,8 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
{
if (GetVertexBuffer(renderer))
return;
if ( !mDataLoaded )
LoadGeometry();
int vsize = 0;
for ( int i=0; i<numGroups; i++ )
vsize += groups[i].numPolys*3;
@ -227,7 +273,13 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
FVector2 C = polys[groups[j].P[k]].C[l];
FModelVertex *vert = &vptr[vidx++];
vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
if ( groups[j].type&PT_Curvy ) // use facet normal
{
vert->SetNormal(polys[groups[j].P[k]].Normal.X,
polys[groups[j].P[k]].Normal.Y,
polys[groups[j].P[k]].Normal.Z);
}
else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
}
}
}
@ -238,8 +290,8 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
void FUE1Model::AddSkins( uint8_t *hitlist )
{
for ( int i=0; i<numGroups; i++ )
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid() )
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].GetIndex()] |= FTextureManager::HIT_Flat;
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat;
}
FUE1Model::~FUE1Model()

View file

@ -5,6 +5,23 @@
class FUE1Model : public FModel
{
public:
enum EPolyType
{
PT_Normal = 0, // normal renderstyle
PT_TwoSided = 1, // like normal, but don't cull backfaces
PT_Translucent = 2, // additive blending
PT_Masked = 3, // draw with alpha testing
PT_Modulated = 4, // overlay-like blending (rgb values below 128 darken, 128 is unchanged, and above 128 lighten)
// types mask
PT_Type = 7,
// flags
PT_WeaponTriangle = 0x08, // this poly is used for positioning a weapon attachment and should not be drawn
PT_Unlit = 0x10, // this poly is fullbright
PT_Curvy = 0x20, // this poly uses the facet normal
PT_EnvironmentMap = 0x40, // vertex UVs are remapped to their view-space X and Z normals, fake cubemap look
PT_NoSmooth = 0x80 // this poly forcibly uses nearest filtering
};
bool Load(const char * fn, int lumpnum, const char * buffer, int length) override;
int FindFrame(const char * name) override;
void RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation=0) override;
@ -14,7 +31,9 @@ public:
void UnloadGeometry();
FUE1Model()
{
mLumpNum = -1;
mDataLump = -1;
mAnivLump = -1;
mDataLoaded = false;
dhead = NULL;
dpolys = NULL;
ahead = NULL;
@ -27,7 +46,8 @@ public:
~FUE1Model();
private:
int mLumpNum;
int mDataLump, mAnivLump;
bool mDataLoaded;
// raw data structures
struct d3dhead
@ -54,6 +74,11 @@ private:
d3dpoly * dpolys;
a3dhead * ahead;
uint32_t * averts;
struct dxvert
{
int16_t x, y, z, pad;
};
dxvert * dxverts;
// converted data structures
struct UE1Vertex
@ -64,21 +89,21 @@ private:
{
int V[3];
FVector2 C[3];
int texNum;
FVector3 Normal;
};
struct UE1Group
{
TArray<int> P;
int numPolys;
int numPolys, texNum, type;
};
int numVerts;
int numFrames;
int numPolys;
int numGroups;
int weaponPoly; // for future model attachment support, unused for now
TArray<UE1Vertex> verts;
TArray<UE1Poly> polys;
TArray<UE1Group> groups;
TArray<int> groupIndices;
};

View file

@ -2524,6 +2524,11 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
}
else if (p->Default != nullptr)
{
if (flags & VARF_Out)
{
Error(p, "Out parameters cannot have default values");
}
flags |= VARF_Optional;
hasoptionals = true;

View file

@ -97,7 +97,7 @@ static bool CheckIfRaw(FileReader & data)
}
else if (ofs >= 64000-1) // Need one byte for an empty column
{
free (foo);
M_Free (foo);
return true;
}
else
@ -108,14 +108,14 @@ static bool CheckIfRaw(FileReader & data)
{
if (foo2[ofs] == 255)
{
free (foo);
M_Free (foo);
return true;
}
ofs += foo2[ofs+1] + 4;
}
if (ofs >= 64000)
{
free (foo);
M_Free (foo);
return true;
}
}

View file

@ -31,9 +31,51 @@
#include "r_utility.h"
#include "v_video.h"
#include "g_levellocals.h"
#include "vm.h"
EXTERN_CVAR(Float, transsouls)
IMPLEMENT_CLASS(DShape2D, false, false)
DEFINE_ACTION_FUNCTION(DShape2D, Clear)
{
PARAM_SELF_PROLOGUE(DShape2D);
PARAM_INT(which);
if ( which&C_Verts ) self->mVertices.Clear();
if ( which&C_Coords ) self->mCoords.Clear();
if ( which&C_Indices ) self->mIndices.Clear();
return 0;
}
DEFINE_ACTION_FUNCTION(DShape2D, PushVertex)
{
PARAM_SELF_PROLOGUE(DShape2D);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
self->mVertices.Push(DVector2(x,y));
return 0;
}
DEFINE_ACTION_FUNCTION(DShape2D, PushCoord)
{
PARAM_SELF_PROLOGUE(DShape2D);
PARAM_FLOAT(u);
PARAM_FLOAT(v);
self->mCoords.Push(DVector2(u,v));
return 0;
}
DEFINE_ACTION_FUNCTION(DShape2D, PushTriangle)
{
PARAM_SELF_PROLOGUE(DShape2D);
PARAM_INT(a);
PARAM_INT(b);
PARAM_INT(c);
self->mIndices.Push(a);
self->mIndices.Push(b);
self->mIndices.Push(c);
return 0;
}
//==========================================================================
//
@ -318,6 +360,61 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
//
//==========================================================================
void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
{
if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn.
PalEntry vertexcolor;
RenderCommand dg;
dg.mType = DrawTypeTriangles;
dg.mVertCount = shape->mVertices.Size();
dg.mFlags |= DTF_Wrap;
dg.mTexture = img;
dg.mTranslation = 0;
SetStyle(img, parms, vertexcolor, dg);
if (!img->bHasCanvas && parms.remap != nullptr && !parms.remap->Inactive)
dg.mTranslation = parms.remap;
double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
for ( int i=0; i<dg.mVertCount; i++ )
{
if ( shape->mVertices[i].X < minx ) minx = shape->mVertices[i].X;
if ( shape->mVertices[i].Y < miny ) miny = shape->mVertices[i].Y;
if ( shape->mVertices[i].X > maxx ) maxx = shape->mVertices[i].X;
if ( shape->mVertices[i].Y > maxy ) maxy = shape->mVertices[i].Y;
}
if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
{
dg.mScissor[0] = parms.lclip;
dg.mScissor[1] = parms.uclip;
dg.mScissor[2] = parms.rclip;
dg.mScissor[3] = parms.dclip;
dg.mFlags |= DTF_Scissor;
}
else
memset(dg.mScissor, 0, sizeof(dg.mScissor));
dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
TwoDVertex *ptr = &mVertices[dg.mVertIndex];
for ( int i=0; i<dg.mVertCount; i++ )
ptr[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
dg.mIndexIndex = mIndices.Size();
dg.mIndexCount += shape->mIndices.Size();
for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
AddIndices(dg.mVertIndex, 3, shape->mIndices[i], shape->mIndices[i+1], shape->mIndices[i+2]);
AddCommand(&dg);
}
//==========================================================================
//
//
//
//==========================================================================
void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel)

View file

@ -9,6 +9,25 @@
struct DrawParms;
// intermediate struct for shape drawing
enum EClearWhich
{
C_Verts = 1,
C_Coords = 2,
C_Indices = 4,
};
class DShape2D : public DObject
{
DECLARE_CLASS(DShape2D,DObject)
public:
TArray<int> mIndices;
TArray<DVector2> mVertices;
TArray<DVector2> mCoords;
};
class F2DDrawer
{
public:
@ -117,6 +136,7 @@ public:
public:
void AddTexture(FTexture *img, DrawParms &parms);
void AddShape(FTexture *img, DShape2D *shape, DrawParms &parms);
void AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel);

View file

@ -190,6 +190,50 @@ void DFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
m2DDrawer.AddTexture(img, parms);
}
//==========================================================================
//
// ZScript arbitrary textured shape drawing functions
//
//==========================================================================
void DFrameBuffer::DrawShape(FTexture *img, DShape2D *shape, int tags_first, ...)
{
Va_List tags;
va_start(tags.list, tags_first);
DrawParms parms;
bool res = ParseDrawTextureTags(img, 0, 0, tags_first, tags, &parms, false);
va_end(tags.list);
if (!res) return;
m2DDrawer.AddShape(img, shape, parms);
}
void DFrameBuffer::DrawShape(FTexture *img, DShape2D *shape, VMVa_List &args)
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(img, 0, 0, tag, args, &parms, false);
if (!res) return;
m2DDrawer.AddShape(img, shape, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawShape)
{
PARAM_PROLOGUE;
PARAM_INT(texid);
PARAM_BOOL(animate);
PARAM_POINTER(shape, DShape2D);
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
FTexture *tex = animate ? TexMan(FSetTextureID(texid)) : TexMan[FSetTextureID(texid)];
VMVa_List args = { param + 3, 0, numparam - 3 };
screen->DrawShape(tex, shape, args);
return 0;
}
//==========================================================================
//
// Clipping rect
@ -1451,7 +1495,11 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
screen->Dim(PalEntry(255, uint8_t(blend[0] * 255), uint8_t(blend[1] * 255), uint8_t(blend[2] * 255)), blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
const PalEntry bcolor(255, uint8_t(br), uint8_t(bg), uint8_t(bb));
screen->Dim(bcolor, blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
}

View file

@ -492,6 +492,8 @@ public:
bool SetTextureParms(DrawParms *parms, FTexture *img, double x, double y) const;
void DrawTexture(FTexture *img, double x, double y, int tags, ...);
void DrawTexture(FTexture *img, double x, double y, VMVa_List &);
void DrawShape(FTexture *img, DShape2D *shape, int tags, ...);
void DrawShape(FTexture *img, DShape2D *shape, VMVa_List &);
void FillBorder(FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true) const;

View file

@ -25,7 +25,7 @@ vec3 ProcessMaterial(vec3 material, vec3 color);
float grayscale(vec4 color)
{
return dot(color.rgb, vec3(0.4, 0.56, 0.14));
return dot(color.rgb, vec3(0.3, 0.56, 0.14));
}
//===========================================================================

View file

@ -165,6 +165,21 @@ enum DrawTextureTags
};
class Shape2D : Object native
{
enum EClearWhich
{
C_Verts = 1,
C_Coords = 2,
C_Indices = 4,
};
native void Clear( int which = C_Verts|C_Coords|C_Indices );
native void PushVertex( Vector2 v );
native void PushCoord( Vector2 c );
native void PushTriangle( int a, int b, int c );
}
struct Screen native
{
native static Color PaletteColor(int index);
@ -174,6 +189,7 @@ struct Screen native
native static void Dim(Color col, double amount, int x, int y, int w, int h);
native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
native static vararg void DrawShape(TextureID tex, bool animate, Shape2D s, ...);
native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
native static void DrawLine(int x0, int y0, int x1, int y1, Color color);

View file

@ -135,6 +135,26 @@ class LevelCompatibility play
}
break;
}
case '0F898F0688AECD42F2CD102FAE06F271': // TNT: Evilution MAP07
{
// Dropping onto the outdoor lava now also raises the
// triangle sectors.
SetLineSpecial(320, Floor_RaiseToNearest, 16, 32);
SetLineActivation(320, SPAC_Cross);
SetLineSpecial(959, Floor_RaiseToNearest, 16, 32);
SetLineActivation(959, SPAC_Cross);
SetLineSpecial(960, Floor_RaiseToNearest, 16, 32);
SetLineActivation(960, SPAC_Cross);
break;
}
case '1E785E841A5247B6223C042EC712EBB3': // TNT: Evilution MAP08
{
// Missing texture when lowering sector to red keycard
SetWallTexture(480, Line.back, Side.Bottom, "METAL2");
break;
}
case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15
{

View file

@ -27,18 +27,16 @@ class RandomSpawner : Actor
return GetDefaultByType(pclass).bIsMonster;
}
// To handle "RandomSpawning" missiles, the code has to be split in two parts.
// If the following code is not done in BeginPlay, missiles will use the
// random spawner's velocity (0...) instead of their own.
override void BeginPlay()
// Override this to decide what to spawn in some other way.
// Return the class name, or 'None' to spawn nothing, or 'Unknown' to spawn an error marker.
virtual Name ChooseSpawn()
{
DropItem di; // di will be our drop item list iterator
DropItem drop; // while drop stays as the reference point.
int n = 0;
bool nomonsters = sv_nomonsters || level.nomonsters;
Super.BeginPlay();
drop = di = GetDropItems();
if (di != null)
{
@ -57,8 +55,7 @@ class RandomSpawner : Actor
}
if (n == 0)
{ // Nothing left to spawn. They must have all been monsters, and monsters are disabled.
Destroy();
return;
return 'None';
}
// Then we reset the iterator to the start position...
di = drop;
@ -83,40 +80,69 @@ class RandomSpawner : Actor
di = di.Next;
}
}
// So now we can spawn the dropped item.
if (di == null || bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
if (di == null)
{
Spawn("Unknown", Pos, NO_REPLACE); // Show that there's a problem.
Destroy();
return;
return 'Unknown';
}
else if (random[randomspawn]() <= di.Probability) // prob 255 = always spawn, prob 0 = almost never spawn.
{
// Handle replacement here so as to get the proper speed and flags for missiles
Class<Actor> cls = di.Name;
if (cls != null)
return di.Name;
}
else
{
return 'None';
}
}
else
{
return 'None';
}
}
// To handle "RandomSpawning" missiles, the code has to be split in two parts.
// If the following code is not done in BeginPlay, missiles will use the
// random spawner's velocity (0...) instead of their own.
override void BeginPlay()
{
Super.BeginPlay();
let s = ChooseSpawn();
if (s == 'Unknown') // Spawn error markers immediately.
{
Spawn(s, Pos, NO_REPLACE);
Destroy();
}
else if (s == 'None') // ChooseSpawn chose to spawn nothing.
{
Destroy();
}
else
{
// So now we can spawn the dropped item.
// Handle replacement here so as to get the proper speed and flags for missiles
Class<Actor> cls = s;
if (cls != null)
{
Class<Actor> rep = GetReplacement(cls);
if (rep != null)
{
Class<Actor> rep = GetReplacement(cls);
if (rep != null)
{
cls = rep;
}
}
if (cls != null)
{
Species = Name(cls);
readonly<Actor> defmobj = GetDefaultByType(cls);
Speed = defmobj.Speed;
bMissile |= defmobj.bMissile;
bSeekerMissile |= defmobj.bSeekerMissile;
bSpectral |= defmobj.bSpectral;
}
else
{
A_Log(TEXTCOLOR_RED .. "Unknown item class ".. di.Name .." to drop from a random spawner\n");
Species = 'None';
cls = rep;
}
}
if (cls != null)
{
Species = Name(cls);
readonly<Actor> defmobj = GetDefaultByType(cls);
Speed = defmobj.Speed;
bMissile |= defmobj.bMissile;
bSeekerMissile |= defmobj.bSeekerMissile;
bSpectral |= defmobj.bSpectral;
}
else
{
A_Log(TEXTCOLOR_RED .. "Unknown item class ".. s .." to drop from a random spawner\n");
Species = 'None';
}
}
}
@ -128,6 +154,13 @@ class RandomSpawner : Actor
{
Super.PostBeginPlay();
if (bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
{
Spawn("Unknown", Pos, NO_REPLACE); // Show that there's a problem.
Destroy();
return;
}
Actor newmobj = null;
bool boss = false;